Panglacial Rift
Land (Common)
While you're searching your library, you may play Panglacial Rift from your library.
Panglacial Rift enters the battlefield tapped. T, Sacrifice Panglacial Rift: Search your library for a basic land card, put it onto the battlefield, then shuffle your library.
* Panglacial Rift's ability works only while you're searching your own library. The effect that caused you to search needs to say "search" and "library," and you need to be looking through your own library for this to work. Examples of effects that let you play Panglacial Rift are Rampant Growth and Gifts Ungiven. Examples of effects that don't are Bribery and Sage Owl.
* Playing Panglacial Rift while searching your library follows all the normal rules for playing a land card, except for timing (playing the land this way always occurs during the resolution of another spell or ability) and what zone the land is being played from. Playing Panglacial Rift counts as one of your land plays for the turn.
* After you have played Panglacial Rift, you pick up the search effect where you left off. When the search effect finishes resolving, the active player gets priority. Any abilities that triggered when the land was played are put on the stack now.
* If you have available land plays remaining, you can play multiple Panglacial Rifts during a single search effect.
* A Panglacial Rift that you play while searching your library can't be found by the search effect.
* If you want to play Panglacial Rift while searching your library, you must do so before you find any cards with the search effect.
* While searching your library, you must keep your library in the same order until you shuffle it.
It's probably functional but the aforementioned wurm is already a tangle of problems why would you want to emulate it? Also, the single biggest problem is the same as giving a land flash. This looks like you should be able to play it on your opponent's turn but you don't get "land drops" on your opponent's turn. For this reason alone I wouldn't want to create this card.
Panglacial Wurm doesn't have flash, but you can cast it anytime you are searching your library. It doesn't follow the normal timing rules for casting a creature spell.
Plus Burgeoning lets you put a land card onto the battlefield on your opponent's turn.
Maybe:
While you're searching your library, you may put this card from your library onto the battlefield.
But then you wouldn't be using your land play and you could put all four Panglacial Rifts onto the battlefield with a single search effect (landfall x4).
The previous poster is right that it will cause confusion, and further the card just isn't that good. Its basically a Terramorphic expanse, but coming into play tapped means you can't activate until it untaps, slowing down gameplay since you can't resolve it while your opponent is taking their turn.
Panglacial Wurm doesn't have flash, but you can cast it anytime you are searching your library. It doesn't follow the normal timing rules for casting a creature spell.
Plus Burgeoning lets you put a land card onto the battlefield on your opponent's turn.
Maybe:
While you're searching your library, you may put this card from your library onto the battlefield.
But then you wouldn't be using your land play and you could put all four Panglacial Rifts onto the battlefield with a single search effect (landfall x4).
This is why I said it was a problem. As per your proposed rulings based on the Wurm "Playing Panglacial Rift counts as one of your land plays for the turn." You don't get land drops on your opponents turn. Meaning you can't actually use this on the opponents turn. This is the problem with flash lands. The player thinks "this has flash, I can play it on opponents turn" but you can't. This is why I said
Also, the single biggest problem is the same as giving a land flash. This looks like you should be able to play it on your opponent's turn but you don't get "land drops" on your opponent's turn. For this reason alone I wouldn't want to create this card.
Being able to get all 4 copies out is absurdly broken because they are free land ramp that is got via the most played cards in every large format, fetchlands. I don't believe there is a way to reconcile these problems because you don't want these to be ramp, because even ramping once is broken because they each will lead into one another.
Remember, I'm not saying the original card doesn't work or isn't good. I'm saying it doesn't function the way players assume it functions and it doesn't open up design space that is worth confusing your player base.
The previous poster is right that it will cause confusion, and further the card just isn't that good. Its basically a Terramorphic expanse, but coming into play tapped means you can't activate until it untaps, slowing down gameplay since you can't resolve it while your opponent is taking their turn.
Its more of a reverse Terramophic Expanse. It enters tapped but the land it gets isnt' tapped. So it gets you access to mana at the same speed, one turn later. Because of hate cards like Thalia this version is actually superior making it a viable card design. Its problems are strickly in the play from library portion.
I don't think this is worth the rules wackiness. Something similar you could do that might be more functional is 'Whenever you search your library, you may put ~ from your hand onto the battlefield'.
The previous poster is right that it will cause confusion, and further the card just isn't that good. Its basically a Terramorphic expanse, but coming into play tapped means you can't activate until it untaps, slowing down gameplay since you can't resolve it while your opponent is taking their turn.
Its more of a reverse Terramophic Expanse. It enters tapped but the land it gets isnt' tapped. So it gets you access to mana at the same speed, one turn later. Because of hate cards like Thalia this version is actually superior making it a viable card design. Its problems are strickly in the play from library portion.
The difference with Terramorphic, though, is that I can play it and pass the turn, and resolve my search and shuffle while you're taking your turn. With this template, I have to wait until you pass your turn and then activate on my upkeep to get the same utility. This slows down early turns where focusing on interaction is not typically an issue.
I don't see an issue with this except for older formats. If you can play an exploration or fastbond then this gets wacky. But formats with those cards could be doing much more heinous things so should be fine.
This one seems broken to me. The first fetchland you have in your hand ensures your next four land drops regardless of whether you drew them, and also they don't cost you a card from hand, so it's a free Tidings. They would be universally played. It's basically Patches the Pirate from Hearthstone, but way better. More offensive to the overall gameplay of Magic than the pre-nerf Companions were.
That's a pretty bold statement there. Having 4 tap lands is good, but slow. I really don't see how that compares with a cycle of cards that dominated every format.
These could actually be good for the game. One of the worse feelings in the game is getting Mana screwed and not even being able to play the game in the first place.
That's a pretty bold statement there. Having 4 tap lands is good, but slow. I really don't see how that compares with a cycle of cards that dominated every format.
These could actually be good for the game. One of the worse feelings in the game is getting Mana screwed and not even being able to play the game in the first place.
T1- Play Fetch, crack before t2, slam one of these and whatever you fetched. (2 lands)
T2- Play fetch, crack fetch and this, slam two more of these. ( 5 lands)
T3- play land, crack two of these, dig one more out ( 7 lands )
They are broken and would be a four of in almost every single deck in every format short of Vintage. It ramps better that Azusa and it’s both free and can’t be removed. Tempo decks could clear out lands and not worry about top decking lands. Combo could go off quicker. Control could run less lands and more answer. Also all of this is free and at common. It essentially a Squadron Hawk Mox with Suspend 1, that can’t be countered.
That's a pretty bold statement there. Having 4 tap lands is good, but slow. I really don't see how that compares with a cycle of cards that dominated every format.
These could actually be good for the game. One of the worse feelings in the game is getting Mana screwed and not even being able to play the game in the first place.
T1- Play Fetch, crack before t2, slam one of these and whatever you fetched. (2 lands)
T2- Play fetch, crack fetch and this, slam two more of these. ( 5 lands)
T3- play land, crack two of these, dig one more out ( 7 lands )
They are broken and would be a four of in almost every single deck in every format short of Vintage. It ramps better that Azusa and it’s both free and can’t be removed. Tempo decks could clear out lands and not worry about top decking lands. Combo could go off quicker. Control could run less lands and
more answer. Also all of this is free and at common. It essentially a Squadron Hawk Mox with Suspend 1, that can’t be countered.
It doesn't work that way. The cards give you permission to play them from a place and at a time you normally couldn't, but it doesn't give you extra land drops. So you can play a fetch t1 then on t2 crack it to play this etc. It's still powerful because it gives card advantage, but it very much slows a player down.
That's a pretty bold statement there. Having 4 tap lands is good, but slow. I really don't see how that compares with a cycle of cards that dominated every format.
These could actually be good for the game. One of the worse feelings in the game is getting Mana screwed and not even being able to play the game in the first place.
It's a bad feeling for sure, but it doesn't happen as often as we think it does; also, mulligans are stronger than they have ever been, making them even less likely. I think it would be bad for Magic altogether to have Hearthstone mana progression freedom. This land would be beyond ubiquitous. Also I want to point out how many times you would have to physically shuffle your library with this system.
I want to compare the power level of this card to an active Library of Alexandria on turn 1
No offense, but you can want compare it to library but they are not the same in most ways. Library gives you Mana if you want or need turn 1. Library can, in theory, draw a card every turn of the game... Possibly a nonland card. Library is busted turn 1. This makes you wait and have no play until turn 2 at the earliest unless you want to play a crypt or petal or something. Library is a horrible horrible top deck late in the game.
This makes you wait to play spells but smoothes out manabases. Makes it more likely to play a fair game of magic. You aren't likely to be combining off with such a slow manabase. You aren't likely to be playing a quick aggro deck with this land. Yes it excels in midrange and control decks. But that really is about it. So in that way it does kinda resemble library, but that is pretty much the only way they are similar.
If you are saying similar oowerlevels then I'd say it's behind academy, cradle, bazaar, library, etc. Probably just a little better than a typical fectland. But also very slow so in honesty it loses points there. So with the speed being a factor I'd put it slightly under fetchlands. But it's probably the next land type in that spot. Over shock lands.
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Land (Common)
While you're searching your library, you may play Panglacial Rift from your library.
Panglacial Rift enters the battlefield tapped.
T, Sacrifice Panglacial Rift: Search your library for a basic land card, put it onto the battlefield, then shuffle your library.
Rulings (Based on Oracle Rulings for Panglacial Wurm):
* Panglacial Rift's ability works only while you're searching your own library. The effect that caused you to search needs to say "search" and "library," and you need to be looking through your own library for this to work. Examples of effects that let you play Panglacial Rift are Rampant Growth and Gifts Ungiven. Examples of effects that don't are Bribery and Sage Owl.
* Playing Panglacial Rift while searching your library follows all the normal rules for playing a land card, except for timing (playing the land this way always occurs during the resolution of another spell or ability) and what zone the land is being played from. Playing Panglacial Rift counts as one of your land plays for the turn.
* After you have played Panglacial Rift, you pick up the search effect where you left off. When the search effect finishes resolving, the active player gets priority. Any abilities that triggered when the land was played are put on the stack now.
* If you have available land plays remaining, you can play multiple Panglacial Rifts during a single search effect.
* A Panglacial Rift that you play while searching your library can't be found by the search effect.
* If you want to play Panglacial Rift while searching your library, you must do so before you find any cards with the search effect.
* While searching your library, you must keep your library in the same order until you shuffle it.
Plus Burgeoning lets you put a land card onto the battlefield on your opponent's turn.
Maybe:
While you're searching your library, you may put this card from your library onto the battlefield.
But then you wouldn't be using your land play and you could put all four Panglacial Rifts onto the battlefield with a single search effect (landfall x4).
Being able to get all 4 copies out is absurdly broken because they are free land ramp that is got via the most played cards in every large format, fetchlands. I don't believe there is a way to reconcile these problems because you don't want these to be ramp, because even ramping once is broken because they each will lead into one another.
Remember, I'm not saying the original card doesn't work or isn't good. I'm saying it doesn't function the way players assume it functions and it doesn't open up design space that is worth confusing your player base.
Its more of a reverse Terramophic Expanse. It enters tapped but the land it gets isnt' tapped. So it gets you access to mana at the same speed, one turn later. Because of hate cards like Thalia this version is actually superior making it a viable card design. Its problems are strickly in the play from library portion.
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The difference with Terramorphic, though, is that I can play it and pass the turn, and resolve my search and shuffle while you're taking your turn. With this template, I have to wait until you pass your turn and then activate on my upkeep to get the same utility. This slows down early turns where focusing on interaction is not typically an issue.
These could actually be good for the game. One of the worse feelings in the game is getting Mana screwed and not even being able to play the game in the first place.
T1- Play Fetch, crack before t2, slam one of these and whatever you fetched. (2 lands)
T2- Play fetch, crack fetch and this, slam two more of these. ( 5 lands)
T3- play land, crack two of these, dig one more out ( 7 lands )
They are broken and would be a four of in almost every single deck in every format short of Vintage. It ramps better that Azusa and it’s both free and can’t be removed. Tempo decks could clear out lands and not worry about top decking lands. Combo could go off quicker. Control could run less lands and more answer. Also all of this is free and at common. It essentially a Squadron Hawk Mox with Suspend 1, that can’t be countered.
It doesn't work that way. The cards give you permission to play them from a place and at a time you normally couldn't, but it doesn't give you extra land drops. So you can play a fetch t1 then on t2 crack it to play this etc. It's still powerful because it gives card advantage, but it very much slows a player down.
I want to compare the power level of this card to an active Library of Alexandria on turn 1
This makes you wait to play spells but smoothes out manabases. Makes it more likely to play a fair game of magic. You aren't likely to be combining off with such a slow manabase. You aren't likely to be playing a quick aggro deck with this land. Yes it excels in midrange and control decks. But that really is about it. So in that way it does kinda resemble library, but that is pretty much the only way they are similar.
If you are saying similar oowerlevels then I'd say it's behind academy, cradle, bazaar, library, etc. Probably just a little better than a typical fectland. But also very slow so in honesty it loses points there. So with the speed being a factor I'd put it slightly under fetchlands. But it's probably the next land type in that spot. Over shock lands.