Siltstream
Land - Island
(T: Add U.) T: Add 1.
As Siltstream enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
Mined Canyon
Land T, Pay 1 life, Sacrifice Mined Canyon: Search your library for a Mountain card or a card named Wastes, put it onto the battlefield, then shuffle your library.
Lifeless Foyada
Land T: Add 1. 5, T, Sacrifice Lifeless Foyada: Search your library for up to three basic land cards that share a land type or three cards named Wastes, put them onto the battlefield tapped, then shuffle your library.
I would evaluate your shock and fetch variants very differently. The thing about colorless mana is that it's a fake color, so you can't evaluate it as equal. Colorless mana is going to be inferior to colored mana in every scenario except when colorless casting cost mana symbols are involved, which is a narrow and set-based mechanic. As such, I would not rate Siltstream on the same level as a shockland because it isn't a true dual. It might be worth decreasing the life payment to one, in light of this being weaker than shocks.
Fetchlands are another issue. They are strong enough to be played in otherwise multicolored decks due to the strength of thinning, and, as such, the power loss to the preexisting ten is minimal. Whether repeated shuffling is good for the game is not is another matter, related to shocks but unrelated to this.
Your third design is harder to evaluate. At first blush, five (effectively six) mana is a prohibitive cost, but the kinds of decks that would play this can reach that mana easily, and usually need to go higher. Putting +2 ramp on a land is also very strong.
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Land - Island
(T: Add U.)
T: Add 1.
As Siltstream enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
Mined Canyon
Land
T, Pay 1 life, Sacrifice Mined Canyon: Search your library for a Mountain card or a card named Wastes, put it onto the battlefield, then shuffle your library.
Lifeless Foyada
Land
T: Add 1.
5, T, Sacrifice Lifeless Foyada: Search your library for up to three basic land cards that share a land type or three cards named Wastes, put them onto the battlefield tapped, then shuffle your library.
Fetchlands are another issue. They are strong enough to be played in otherwise multicolored decks due to the strength of thinning, and, as such, the power loss to the preexisting ten is minimal. Whether repeated shuffling is good for the game is not is another matter, related to shocks but unrelated to this.
Your third design is harder to evaluate. At first blush, five (effectively six) mana is a prohibitive cost, but the kinds of decks that would play this can reach that mana easily, and usually need to go higher. Putting +2 ramp on a land is also very strong.