Sapphire Pool
Land
At the beginning of each phase, add U to your mana pool.
Jet Pool
Land
At the beginning of each phase, add B to your mana pool.
Emerald Pool
Land
At the beginning of each phase, add G to your mana pool.
Pearl Pool
Land
At the beginning of each phase, add W to your mana pool.
Ruby Pool
Land
At the beginning of each phase, add R to your mana pool.
So I know these would be crazy strong, but would they actually be broken? Does making them legendary, or even making them some kind of World-Enchantment style land make them more palatable? Like
Ruby Pool
Land - New-Land-Subtype
When Ruby Pool comes into play, sacrifice all other New-Land-Subtype permanents you control.
At the beginning of each phase, add R to your mana pool.
If they were artifacts, would they just cost 2? As I don't see these being much better than the medalions.
Each phase or just your main phases? Just phases would imply it's adding five mana a turn, including opponents' turns, which would indeed be above and beyond broken. Maybe if mana burn was still a thing, but even that wouldn't matter so much in eternal formats.
Each phase or just your main phases? Just phases would imply it's adding five mana a turn, including opponents' turns, which would indeed be above and beyond broken. Maybe if mana burn was still a thing, but even that wouldn't matter so much in eternal formats.
That's what I'm wondering - could you actually even come close to utilizing all of that mana? Considering you'd need to basically cast 5 different spells each turn to use it. How broken would they actually be in decks? I can sort of see utilizing this on multiple phases maybe twice in a turn (maybe 3 in commander), but I can't imagine many scenarios where I'd use it much more - and usually I wouldn't be able to use it more often.
That's what I'm wondering - could you actually even come close to utilizing all of that mana? Considering you'd need to basically cast 5 different spells each turn to use it. How broken would they actually be in decks? I can sort of see utilizing this on multiple phases maybe twice in a turn (maybe 3 in commander), but I can't imagine many scenarios where I'd use it much more - and usually I wouldn't be able to use it more often.
For most decks I doubt they would be broken. They'd be really good and allow for some crazy turn 1 plays in a few super aggressive decks. There are decks I could see abusing it though. Storm comes to mind. These are basically sol (potentially even Dark Ritual) lands if they can break the storm up over both main phases.
Basically I think these only help hyper aggro (burn, zoo, etc.) and storm decks (assuming they can jump through the hoops).
They would be good in more than just hyper aggro and storm decks. Control would love to be able to play stuff like Ponder/Preordain, or even a threat, and still have mana on the opponent's turn for a counter.
Private Mod Note
():
Rollback Post to RevisionRollBack
Those who fear the darkness have never seen what the light can do.
They would be good in more than just hyper aggro and storm decks. Control would love to be able to play stuff like Ponder/Preordain, or even a threat, and still have mana on the opponent's turn for a counter.
Control would love these if it didn't cost them a slot. Control can't usually afford to play cards that aren't answers, (V)CA, or finishers. In reality, these would just end up breaking combo decks.
Also, these are strictly better then basics, which makes them broken. You might be able to get away with...
Pearl Pool (v2)
Land
~ enters the battlefield tapped.
~ untaps during each other players untap step. (In addition to untapping during yours.) t : Add W to your mana pool.
You are totally incorrect to call these similar to medallions. There is a huge difference between reducing colorless costs and colored costs. Your lands in OP aren't even remotely comparable in power level to medallions.
Private Mod Note
():
Rollback Post to RevisionRollBack
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
- Manite
Ruby Pool
Land
At the beginning of each turn, add R to your mana pool. This mana doesn't empty from your mana pool as steps and phases end until the beginning of the next end step.
And, as far as the various triggers on the previous version, you couldn't end up using the mana during your beginning phase as it would drain at the end of the untap step (and you can't cast spells or use abilities during untap), during combat it could only be used before the declare attackers step (so you couldn't use most combat tricks). So you'd really get to use it twice during each main phase, maybe for an early tap effect (or blocking prevention effect) during combat, then an instant or activation during the end step. And 4 potential instant effects on your opponent's turn, however judicious planning could let them play around the extra mana.
Pearl Pool (v2)
Land
~ enters the battlefield tapped.
~ untaps during each other players untap step. (In addition to untapping during yours.) t : Add W to your mana pool.
I've seen this idea before and I think it should be:
CARDNAME enters the battlefield tapped and doesn't untap during your untap step.
Untap CARDNAME during each opponent's untap step.
T: Add C to your mana pool.
That is a really good land for control decks because it turns normal sorcery speed restrictions on your mana around. It untaps to allow you to cast instant during your opponent's turn, but if you do not need to cast any instants, you can use it to cast spells during your main phase.
If you need them to be any better, then you could maybe put basic land types on them so they are fetchable, but it does not need to untap during every untap step.
CARDNAME enters the battlefield tapped and doesn't untap during your untap step.
Untap CARDNAME during each opponent's untap step.
T: Add C to your mana pool.
I really like that. I think it might be better as a standalone effect though....
Acolyte of Kruphix 2GU
Creature - Merfolk Wizard
Lands don't untap during their controller's untap steps.
At the beginning of each player's upkeep, that player's opponents untaps each land they control.
1/4
Private Mod Note
():
Rollback Post to RevisionRollBack
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
- Manite
Land
At the beginning of each phase, add U to your mana pool.
Jet Pool
Land
At the beginning of each phase, add B to your mana pool.
Emerald Pool
Land
At the beginning of each phase, add G to your mana pool.
Pearl Pool
Land
At the beginning of each phase, add W to your mana pool.
Ruby Pool
Land
At the beginning of each phase, add R to your mana pool.
So I know these would be crazy strong, but would they actually be broken? Does making them legendary, or even making them some kind of World-Enchantment style land make them more palatable? Like
Ruby Pool
Land - New-Land-Subtype
When Ruby Pool comes into play, sacrifice all other New-Land-Subtype permanents you control.
At the beginning of each phase, add R to your mana pool.
If they were artifacts, would they just cost 2? As I don't see these being much better than the medalions.
Custom Set
https://docs.google.com/spreadsheets/d/1hu9uNBSUt92PwGhvexYlwFvsh6_SJBlEEIUV3H9_XyU/edit?usp=sharing
Each phase or just your main phases? Just phases would imply it's adding five mana a turn, including opponents' turns, which would indeed be above and beyond broken. Maybe if mana burn was still a thing, but even that wouldn't matter so much in eternal formats.
UTeferi, Temporal ArchmageU's prison: blue is the new orange is the new black.
Mizzix Of The Izmagnus : wheels on fire... rolling down the road...
BSidisi, Undead VizierB: Bis zum Erbrechen
GTitiania, Protector Of ArgothG: Protecting Argoth, by blowing it up!
GYisan, The Wanderer BardG: Gradus Ad Elfball.
Duel EDH: Yisan & Titania.
In Progress: Grand Arbiter Augustin IV duel; Grenzo, Dungeon Warden Doomsday.
That's what I'm wondering - could you actually even come close to utilizing all of that mana? Considering you'd need to basically cast 5 different spells each turn to use it. How broken would they actually be in decks? I can sort of see utilizing this on multiple phases maybe twice in a turn (maybe 3 in commander), but I can't imagine many scenarios where I'd use it much more - and usually I wouldn't be able to use it more often.
Custom Set
https://docs.google.com/spreadsheets/d/1hu9uNBSUt92PwGhvexYlwFvsh6_SJBlEEIUV3H9_XyU/edit?usp=sharing
For most decks I doubt they would be broken. They'd be really good and allow for some crazy turn 1 plays in a few super aggressive decks. There are decks I could see abusing it though. Storm comes to mind. These are basically sol (potentially even Dark Ritual) lands if they can break the storm up over both main phases.
Basically I think these only help hyper aggro (burn, zoo, etc.) and storm decks (assuming they can jump through the hoops).
Control would love these if it didn't cost them a slot. Control can't usually afford to play cards that aren't answers, (V)CA, or finishers. In reality, these would just end up breaking combo decks.
Also, these are strictly better then basics, which makes them broken. You might be able to get away with...
Pearl Pool (v2)
Land
~ enters the battlefield tapped.
~ untaps during each other players untap step. (In addition to untapping during yours.)
t : Add W to your mana pool.
You are totally incorrect to call these similar to medallions. There is a huge difference between reducing colorless costs and colored costs. Your lands in OP aren't even remotely comparable in power level to medallions.
- Manite
Ruby Pool
Land
At the beginning of each turn, add R to your mana pool. This mana doesn't empty from your mana pool as steps and phases end until the beginning of the next end step.
And, as far as the various triggers on the previous version, you couldn't end up using the mana during your beginning phase as it would drain at the end of the untap step (and you can't cast spells or use abilities during untap), during combat it could only be used before the declare attackers step (so you couldn't use most combat tricks). So you'd really get to use it twice during each main phase, maybe for an early tap effect (or blocking prevention effect) during combat, then an instant or activation during the end step. And 4 potential instant effects on your opponent's turn, however judicious planning could let them play around the extra mana.
Custom Set
https://docs.google.com/spreadsheets/d/1hu9uNBSUt92PwGhvexYlwFvsh6_SJBlEEIUV3H9_XyU/edit?usp=sharing
I've seen this idea before and I think it should be:
CARDNAME enters the battlefield tapped and doesn't untap during your untap step.
Untap CARDNAME during each opponent's untap step.
T: Add C to your mana pool.
That is a really good land for control decks because it turns normal sorcery speed restrictions on your mana around. It untaps to allow you to cast instant during your opponent's turn, but if you do not need to cast any instants, you can use it to cast spells during your main phase.
If you need them to be any better, then you could maybe put basic land types on them so they are fetchable, but it does not need to untap during every untap step.
I really like that. I think it might be better as a standalone effect though....
Acolyte of Kruphix 2GU
Creature - Merfolk Wizard
Lands don't untap during their controller's untap steps.
At the beginning of each player's upkeep, that player's opponents untaps each land they control.
1/4
- Manite