Just a possible cycle that popped into my head, doing the same basic work as cycle lands... on a semi-competitive shell.
Uncharted Wilds
Land (R)
If you control six or more lands, sacrifice Uncharted Wilds and draw a card.
add
It's a nonbasic land that provides colored mana with no downside... other than that you are forced to cap at 5 lands (especially if you have multiple of these cards out). Doesn't really give any utility other than giving a free "out" in games where you get mana-flooded, though you don't get the flexibility that cycle lands offer (as you can't voluntarily chuck the land early).
The word "if" is usually associated with triggered abilities, and in such cases the word "if" is important for the intervening-if rule. But while this card uses "if", it doesn't use the word "when", "whenever", or "at" (which dictate a triggered ability). Since this card does use the word "if", but not "when", "whenever", or "at", it could cause some confusion as to whether or not this ability uses the stack.
If you play Uncharted Wilds as land #6 while you already have 3 of them in play, would you immediately sacrifice all 4 of them and draw 4 cards? If the ability is an static, non-triggered ability that doesn't use the stack, then I think the answer is yes. But if you added "when" to the card text, then the answer would be no, and you would sacrifice just one Uncharted Wilds and draw 1 card.
This card is also better than a basic land in nearly all situations. But I really like the premise of a card that helps with mana flood. I also think this card should be common because when playing draft mana-screw/flood are more frequent.
I would recommend something like this:
Uncharted Wilds
Land (C)
At the beginning of your end step, if you control six or more lands, sacrifice Uncharted Wilds. If you do, draw a card and lose 1 life for each Uncharted Wilds in your graveyard.
[T]: Add G.
I use Magic Set Editor to create nice looking cards, and recommend it since it's free to download.
I have used MSE in the past and currently have it on my computer. I don't usually want to put in the extra few minutes of art on a random idea but let's finish the cycle and see what I can pull up. Will put the one extra one into the OP so the full cycle can be visible.
Also, the sacrifice effect was intended to be a state-based effect (so you can't throw this down as your sixth land and tap it for mana before it pops). A bit odd but I can't really think of any other wording that would let it function as intended.
Wasn't made for any real project. Just an idea of how wizards might make a cycle of rare mono-color lands that serve a uniform, utilitarian purpose (rather than using utility lands like Emeria). Was admittedly inspired by by Benzo's thread on Ethereal lands and wanted to see if I could come up with a design that accomplishes a similar end.
If you want to avoid putting it down as a sixth land and tapping for mana before saccing it, use this
"~ enters the battlefield tapped unless you control five or fewer lands"
No there are still work around in magic, but you actually have to use that work around. Amulet of Vigor for example.
Uncharted Wilds
Land (R)
If you control six or more lands, sacrifice Uncharted Wilds and draw a card.
add
It's a nonbasic land that provides colored mana with no downside... other than that you are forced to cap at 5 lands (especially if you have multiple of these cards out). Doesn't really give any utility other than giving a free "out" in games where you get mana-flooded, though you don't get the flexibility that cycle lands offer (as you can't voluntarily chuck the land early).
Too good? Terrible?
If you play Uncharted Wilds as land #6 while you already have 3 of them in play, would you immediately sacrifice all 4 of them and draw 4 cards? If the ability is an static, non-triggered ability that doesn't use the stack, then I think the answer is yes. But if you added "when" to the card text, then the answer would be no, and you would sacrifice just one Uncharted Wilds and draw 1 card.
This card is also better than a basic land in nearly all situations. But I really like the premise of a card that helps with mana flood. I also think this card should be common because when playing draft mana-screw/flood are more frequent.
I would recommend something like this:
Uncharted Wilds
Land (C)
At the beginning of your end step, if you control six or more lands, sacrifice Uncharted Wilds. If you do, draw a card and lose 1 life for each Uncharted Wilds in your graveyard.
[T]: Add G.
I use Magic Set Editor to create nice looking cards, and recommend it since it's free to download.
Also, the sacrifice effect was intended to be a state-based effect (so you can't throw this down as your sixth land and tap it for mana before it pops). A bit odd but I can't really think of any other wording that would let it function as intended.
Wasn't made for any real project. Just an idea of how wizards might make a cycle of rare mono-color lands that serve a uniform, utilitarian purpose (rather than using utility lands like Emeria). Was admittedly inspired by by Benzo's thread on Ethereal lands and wanted to see if I could come up with a design that accomplishes a similar end.
"~ enters the battlefield tapped unless you control five or fewer lands"
No there are still work around in magic, but you actually have to use that work around. Amulet of Vigor for example.
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