I like the idea of red getting a card similar to Fastbond, but damage alone is an insufficient drawback for, say, getting five lands and a Dragon in your opening hand. Landshift is a red twist on Fastbond that costs three mana as opposed to one and requires you to sacrifice a land each time you play a land that isn't the first land you played that turn.
Landshift2R
Enchantment
You may play any number of lands during each of your turns.
Whenever you play a land, if it isn't the first land you played this turn, sacrifice a land and ~ deals 1 damage to you.
In general, I'd like to experiment with red land ramp that has some kind of drawback.
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MTGS Wikia Article about "New World Order"
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.
PSA to everyone who keeps forgetting about the Reserved List:
You're on a website dedicated to talking about MtG. You're only a few keystrokes away from finding out what cards are on the Reserved List. You're also only a few keystrokes away from finding out why some cards on the Reserved List got foil printings in FtV, as Judge promos, or whatnot, as well as why that won't happen again. Stop doing this.
Sure this can be heavily abused but so can any number of cards, and this one is cool. I would even cost this at 1R and let it cantrip. It otherwise does stone nothing unless it comboslaughters you.
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"Warning: Um, warning. This is going to be a game state violation. And a taking extra turns and drawing extra cards violation, pretty much, a whole bunch of violations. Look at me, I'm the DCI."
Landshift 2R
Enchantment
You may play any number of lands during each of your turns.
Whenever you play a land, if it isn't the first land you played this turn, sacrifice a land and ~ deals 1 damage to you.
In general, I'd like to experiment with red land ramp that has some kind of drawback.
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.
Crucible of Worlds, 2 life-gaining tapland (like Wind-Scarred Crag) and you can infinite landfall.
Landshift 2R
Enchantment
Discard (or exile?) a land card: Add one mana of any color to your mana pool.
• Recent Card Ideas • My Drawings at DeviantArt
What would that accomplish?
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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