Wanted to try some various designs for the Temur Frontier. Looking for your thoughts on these.
Whispering Canyon
Land
Whispering Canyon enters the battlefield tapped. T: Add G, U, or R to your mana pool. GUR, t, Sacrifice Whispering Canyon: Create a 4/4 green Elemental creature token with "When this creature dies, manifest the top card of your library.
Shifting Treeline
Land
Shifting Treeline enters the battlefield tapped. T: Add G to your mana pool. 2UR, t: Draw a card if you control a creature with power 4 or greater. Otherwise, draw a card, then discard a card.
Qal Sisma Refuge
Land
Qal Sisma Refuge enters the battlefield tapped. T: Add G, U, or R to your mana pool. Formidable – T: Target creature you control gains indestructible until end of turn. Activate this ability only if creatures you control have total power 8 or greater.
Frontier Crossing
Land
Frontier Crossing enters the battlefield tapped. T, Pay 1 life, Sacrifice Frontier Crossing: Search your library for a Forest, Island, or Mountain card and put it onto the battlefield. Then shuffle your library.
Temur Borderlands
Land T: Add C to your mana pool. Ferocious — T: Add GG, GU, or GR to your mana pool. Activate this ability only if you control a creature with power 4 or greater.
Valley of the Hunt
Land T: Add C to your mana pool. GUR, T: Target creature you control with power 4 or greater fights target creature an opponent controls.
+
Expanding Empire
Land T, Sacrifice Expanding Empire: Search your library for a nonbasic land card, reveal it, and put it into your hand. Then shuffle your library.
Tapping for three colours and entering tapped is already at the upper edge of power for lands, at least if they're common or uncommon. Qual Sisma Refuge and Whispering Canyon probably need some tuning, even if they're rare.
I like Shifting Treeline, and would run it in every Temur EDH deck I made. The same goes for Valley of the Hunt. Spell/Nonmana Ability effects on Lands are really quite strong, even with conditions (compare Blighted Cataract and Hieroglyphic Illumination, or Contested Cliffs and Ulvenwald Tracker. With that said, I feel like they're both within a generic mana, maybe two, of being acceptable.
Land
Whispering Canyon enters the battlefield tapped.
T: Add G, U, or R to your mana pool.
GUR, t, Sacrifice Whispering Canyon: Create a 4/4 green Elemental creature token with "When this creature dies, manifest the top card of your library.
Land
Shifting Treeline enters the battlefield tapped.
T: Add G to your mana pool.
2UR, t: Draw a card if you control a creature with power 4 or greater. Otherwise, draw a card, then discard a card.
Land
Qal Sisma Refuge enters the battlefield tapped.
T: Add G, U, or R to your mana pool.
Formidable – T: Target creature you control gains indestructible until end of turn. Activate this ability only if creatures you control have total power 8 or greater.
Land
Frontier Crossing enters the battlefield tapped.
T, Pay 1 life, Sacrifice Frontier Crossing: Search your library for a Forest, Island, or Mountain card and put it onto the battlefield. Then shuffle your library.
Land
T: Add C to your mana pool.
Ferocious — T: Add GG, GU, or GR to your mana pool. Activate this ability only if you control a creature with power 4 or greater.
Land
T: Add C to your mana pool.
GUR, T: Target creature you control with power 4 or greater fights target creature an opponent controls.
+
Land
T, Sacrifice Expanding Empire: Search your library for a nonbasic land card, reveal it, and put it into your hand. Then shuffle your library.
Temur Borderlands is pretty strong and should at least enter tapped. This card is almost better than Ancient Tomb.
Qal Sisma Refuge is an interesting design but it should cost mana in addition to tapping to activate it.
UBRKess, Dissident MageUBR - Controlling Dissidents
GRhonas the IndomitableG - Indomitable Four Drops
WUBOloro, Ageless AsceticWUB - Loot & Renanimate
Tapping for three colours and entering tapped is already at the upper edge of power for lands, at least if they're common or uncommon. Qual Sisma Refuge and Whispering Canyon probably need some tuning, even if they're rare.
I like Shifting Treeline, and would run it in every Temur EDH deck I made. The same goes for Valley of the Hunt. Spell/Nonmana Ability effects on Lands are really quite strong, even with conditions (compare Blighted Cataract and Hieroglyphic Illumination, or Contested Cliffs and Ulvenwald Tracker. With that said, I feel like they're both within a generic mana, maybe two, of being acceptable.
I'll second the power level warning about Temur Borderlands. It's easier to use than Shrine of the False God, and probably less conditional than Temple of the Forsaken Gods. Also, when I first saw it, I read it as a filter land, like Cascade Bluffs.
Frontier Crossing might be workable without the lifeloss. Compare Grixis Panorama.
I'm not sure how I feel about Expanding Empire, but it's got me a little nervous.
Art is life itself.