Misty Island
Land
You may play ~ any time you could cast an instant.
At the beginning of next cleanup step, exile ~.
T: Add U
Prairie
Land
As ~ enters the battlefield, choose one —
* ~ has T: Add W
* ~ has T: Add R
Drying River
Land — Saga
As this Saga enters the battlefield or after your draw step, add a lore counter. Sacrifice after III.
I T: Add U
II T: Add W
III T: Add C
Draw-land
Land
~ enters the battlefield tapped unless an opponent draws a card.
T: Add one mana of any color.
Hand-land
Land
When ~ enters the battlefield, you may get an emblem with “Your maximum hand size is reduced by one”. If you don’t, ~ enters the battlefield tapped.
T: Add one mana of any color.
Misty Island, did you mean to make this function the way people assume Flash on a land would function? If so you need more words because as is its just Flash. And Flash doesn't work on lands the way people think it does.
Prairie, Choice lands are interesting but you really need some kind of marker to help identity what choice was made. Also, This land is strictly better than a basic land breaking a fundamental rule of lands.
Drying River, Sage is an enchantment type meaning this has to be an enchantment to be a saga. Chapters are triggered abilities, they aren't like Levels on level up creatures. So you would need "~ gains T: Add W" Dwindling lands is interesting and often explored. Gemstone Mine is good but not broken, this card is significantly worse.
Draw-land, this is neat. I don't think the downside is big enough. Proper wording would look like "As ~ enters the battlefield any opponent may draw a card. If none do ~ enters the battlefield tapped."
Hand-land, another interesting drawback on a rainbow land again I'm not sure it's enough. "As ~ enters the battlefield you may have your maximum hand size reduced by one. If you don't ~ enters the battlefield tapped.(This lasts indefinitely)"
Let me just start off by saying that the choice to abbreviate the mana function was such a poor executive order. It's so bad for coherence. Only a person suffering from terrible attention deficit could have thought of something like this. Someone whose neurotransmitters have dipped far too low, and possibly far too often, or far too long. I strongly believe that some things simply have to be spelling out entirely—because it's important for coherence—and additional gives the wording composure a fuller, more appealing body. In being fuller and more descriptively coherent, it's easier on the eyes to behold, and on the mind to read.
Misty Island: I like this. It's a very neat concept. How do you envision this to work though? Can you still only play one land a turn—even during an opponent's turn? I don't think you intent for it to work that way. And with this concept, you're essentially looking for a way to sneak out Akroma. In any case, I think it's a really neat ramp. But it certainly isn't as functional as a land wants to be, and a deck strategy doesn't want to go out on a limb trying to do this, for something that aims to be accomplished by more proficient means. Such as ones external from key resources (such as lands)—or by supplementary means which are more expendable than lands are. This is why cards like Hickory Woodlot haven't thrived in competitive play. Your concept might be more dynamic and interactive, but it's not even as high-functioning as the example given. It's still a great design though! And certainly has lots of interesting functionality. Might I suggest shuffling it back into the library instead of sacrificing it. The operating function is very graceful and aesthetic—it doesn't want to be so short-lived. That really kills the appeal. You don't want that for this. This is a gem, centerpiece design for its dynamic nature and interactivity. You want to preserve as much of its appeal as possible. And that's why I suggest recycling it instead of ditching it. For the light touch it provides, the power-level is just fine and perfectly balanced as it is. I think the first ability wants to be worded like: "You may play Misty Island during an opponent's turn and at anytime you could cast an instant."
Prairie: This is basically just reprinting dual lands repackaged. It's justas powerfulas anydual land (but has no boundaries to it). You're basically back from scratch here, so I don't really have much I can add about it. It's way too open to interpretation. One thing I can tell you though, is that lands (and especially dual lands) do not want to enter the battlefield tapped. They want literally any kind of condition that helps them to evade this, and certainly do not want conditions, then have to enter the battlefield tapped anyways. That's just...too low-functioning...and lands can't afford to be so autistic. They want to be fresh and ready to go. It's a hot date—let's get this show on the road!
Drying River: Another very neat concept. There's not particularly wrong with it at all. I really enjoy the concept in the way it paints the landscape scenario as it does. You should note though, that although this functions just fine, it's not as proficient as a land wants to be. So much so—that it could be expected to fall into the obscurities of other uncommon level dual lands—or even dollar bin full spectrum lands. My biggest concern is if you actually realize that these may never really do what you need them to do. The time-lapse here is so short—and also aggressive. A sequence of aspects that don't correlate well to mana fixing. The instance can be short-lived (one time)—but it can't afford to be rushed. You need mana fixing utilities to be able to remain on standby until they're needed. With that said, operating function of Sagas doesn't correspond well for mana fixing. And actually doesn't correspond well to lands in general. Lands aren't very expendable resources. It's an incrediblycrippling cost to pay, and only cardsthat offerridiculous levels powercan support them. It would be really interesting to see a take on fetch lands I think. That would be a much better way to keep the game pace in good measure.
Draw-land: Oh wow—this is terrifying. Not sure how competitive you would expect this to be, but one thing you really never want to do is give your opponent any card advantage. This land would be really out of the question for me if I was looking to build a deck. And I would feel really bad going up against someone so strategically inept to try using it. Not really much to add about it. It's pretty blanche and unimaginative. Consider thinking up something more interactive. You obviously have the potential for that. This is a wasted opportunity on a chase rare. And not something you would want your name signed to as the creator. People would say you have no talent at all.
Hand-land: The drawback for this one certainly isn't enough to warrant the mana fixing. If I did this, I would probably consider no less than 3 cards (and up to 5 cards even) for the restriction. It has to be something that instantly feels fair because it creates an instantly identifiable challenge. Having to work off two cards can be pretty tough. Although it can be circumvented by the likesof other cards, that actually doesn't matter, since that starts getting into multiple resource dependencies. It's no different from playing a distant Fertile Ground then. On that note, it's kind of out of the way to be intensely competitive. Yet still much more intriguing than the draw-land.
Land
You may play ~ any time you could cast an instant.
At the beginning of next cleanup step, exile ~.
T: Add U
Prairie
Land
As ~ enters the battlefield, choose one —
* ~ has T: Add W
* ~ has T: Add R
Drying River
Land — Saga
As this Saga enters the battlefield or after your draw step, add a lore counter. Sacrifice after III.
I T: Add U
II T: Add W
III T: Add C
Draw-land
Land
~ enters the battlefield tapped unless an opponent draws a card.
T: Add one mana of any color.
Hand-land
Land
When ~ enters the battlefield, you may get an emblem with “Your maximum hand size is reduced by one”. If you don’t, ~ enters the battlefield tapped.
T: Add one mana of any color.
Prairie, Choice lands are interesting but you really need some kind of marker to help identity what choice was made. Also, This land is strictly better than a basic land breaking a fundamental rule of lands.
Drying River, Sage is an enchantment type meaning this has to be an enchantment to be a saga. Chapters are triggered abilities, they aren't like Levels on level up creatures. So you would need "~ gains T: Add W" Dwindling lands is interesting and often explored. Gemstone Mine is good but not broken, this card is significantly worse.
Draw-land, this is neat. I don't think the downside is big enough. Proper wording would look like "As ~ enters the battlefield any opponent may draw a card. If none do ~ enters the battlefield tapped."
Hand-land, another interesting drawback on a rainbow land again I'm not sure it's enough. "As ~ enters the battlefield you may have your maximum hand size reduced by one. If you don't ~ enters the battlefield tapped.(This lasts indefinitely)"
Misty Island: I like this. It's a very neat concept. How do you envision this to work though? Can you still only play one land a turn—even during an opponent's turn? I don't think you intent for it to work that way. And with this concept, you're essentially looking for a way to sneak out Akroma. In any case, I think it's a really neat ramp. But it certainly isn't as functional as a land wants to be, and a deck strategy doesn't want to go out on a limb trying to do this, for something that aims to be accomplished by more proficient means. Such as ones external from key resources (such as lands)—or by supplementary means which are more expendable than lands are. This is why cards like Hickory Woodlot haven't thrived in competitive play. Your concept might be more dynamic and interactive, but it's not even as high-functioning as the example given. It's still a great design though! And certainly has lots of interesting functionality. Might I suggest shuffling it back into the library instead of sacrificing it. The operating function is very graceful and aesthetic—it doesn't want to be so short-lived. That really kills the appeal. You don't want that for this. This is a gem, centerpiece design for its dynamic nature and interactivity. You want to preserve as much of its appeal as possible. And that's why I suggest recycling it instead of ditching it. For the light touch it provides, the power-level is just fine and perfectly balanced as it is. I think the first ability wants to be worded like: "You may play Misty Island during an opponent's turn and at anytime you could cast an instant."
Prairie: This is basically just reprinting dual lands repackaged. It's just as powerful as any dual land (but has no boundaries to it). You're basically back from scratch here, so I don't really have much I can add about it. It's way too open to interpretation. One thing I can tell you though, is that lands (and especially dual lands) do not want to enter the battlefield tapped. They want literally any kind of condition that helps them to evade this, and certainly do not want conditions, then have to enter the battlefield tapped anyways. That's just...too low-functioning...and lands can't afford to be so autistic. They want to be fresh and ready to go. It's a hot date—let's get this show on the road!
Drying River: Another very neat concept. There's not particularly wrong with it at all. I really enjoy the concept in the way it paints the landscape scenario as it does. You should note though, that although this functions just fine, it's not as proficient as a land wants to be. So much so—that it could be expected to fall into the obscurities of other uncommon level dual lands—or even dollar bin full spectrum lands. My biggest concern is if you actually realize that these may never really do what you need them to do. The time-lapse here is so short—and also aggressive. A sequence of aspects that don't correlate well to mana fixing. The instance can be short-lived (one time)—but it can't afford to be rushed. You need mana fixing utilities to be able to remain on standby until they're needed. With that said, operating function of Sagas doesn't correspond well for mana fixing. And actually doesn't correspond well to lands in general. Lands aren't very expendable resources. It's an incredibly crippling cost to pay, and only cards that offer ridiculous levels power can support them. It would be really interesting to see a take on fetch lands I think. That would be a much better way to keep the game pace in good measure.
Draw-land: Oh wow—this is terrifying. Not sure how competitive you would expect this to be, but one thing you really never want to do is give your opponent any card advantage. This land would be really out of the question for me if I was looking to build a deck. And I would feel really bad going up against someone so strategically inept to try using it. Not really much to add about it. It's pretty blanche and unimaginative. Consider thinking up something more interactive. You obviously have the potential for that. This is a wasted opportunity on a chase rare. And not something you would want your name signed to as the creator. People would say you have no talent at all.
Hand-land: The drawback for this one certainly isn't enough to warrant the mana fixing. If I did this, I would probably consider no less than 3 cards (and up to 5 cards even) for the restriction. It has to be something that instantly feels fair because it creates an instantly identifiable challenge. Having to work off two cards can be pretty tough. Although it can be circumvented by the likes of other cards, that actually doesn't matter, since that starts getting into multiple resource dependencies. It's no different from playing a distant Fertile Ground then. On that note, it's kind of out of the way to be intensely competitive. Yet still much more intriguing than the draw-land.