Burning Aurora2R Enchantment
Psychometry (As you cast this spell or when it leaves the stack, you may shuffle up to three cards from your hand into your library, then draw that many cards.)
As long as you control a basic Mountain, spells your opponent's control that target permanent spells or permanents you control cost 2 more to cast. The entropy of the crushing heat can be felt for miles upon its gaze. Melding the mind to the thought of the gravity that will surround you.
Flourishing Bog Land — Swamp
: Add C to your mana pool. 1, : Add GG to your mana pool.
Shallowcreek Valley Land — Forest
: Add C to your mana pool. 1, : Add BB to your mana pool.
With the proposed changing of the ruling on "or" having to choose between your spells or your permanents being protected is a harsh choice.
As for the lands I would assume some kind of rule change would balance these such that basic land types don't always produce colored mana. Maybe every second turn if they have an alternative mana ability?
Either way these designs will hinge upon future rulings that will dictate their function so there's no real need to discuss them. As such they would be played when the current rules manager decides to rule in favor of them making them powerful and will fall out of favor when the rules manager tires of them and rules that they should be weaker.
It seems like you're complaining about Psychometry.
I suppose it could have, Destiny Bond (As you cast this spell or when it leaves the stack, any player may shuffle his or her hand into his or her library and draw four cards.).
I don't really see the harm in increasing the cost by one either.
I was going to say, the mana abilities could be combined and an extension on the other added, removing the first.
1, : Add BB or CC to your mana pool.
I would be against these having three mana abilities, because then they lose uniqueness and aren't as tactical as they are generic impressions with OP land types.
It seems like you're complaining about Psychometry.
I suppose it could have, Destiny Bond (As you cast this spell or when it leaves the stack, any player may shuffle his or her hand into his or her library and draw four cards.). I don't really see the harm in increasing the cost by one either.
No, I completely ignored that ability. I've said all I can about your deus ex abilities and have nothing further to say.
I was going to say, the mana abilities could be combined and an extension on the other added, removing the first.
1, : Add BB or CC to your mana pool.
I would be against these having three mana abilities, because then they lose uniqueness and aren't as tactical as they are generic impressions with OP land types.
You gave them three mana abilities. Which is why I said its pointless to discuss them as written because us readers are not privy to whatever rulings are going to adjust their effect. And such effects could make or break them. If you care to list out their specific rulings in their entirety we can discuss them. Or you could stick to conventional designa and not rely on rulings to fix your cards. Its 100% your choice.
Burning Aurora1R Enchantment
Psychometry (As you cast this spell or when it leaves the stack, you may shuffle up to three cards from your hand into your library, then draw that many cards.)
As long as you control a basic Mountain, spells your opponent's control that target permanent spells or permanents you control cost 2 more to cast. The entropy of the crushing heat can be felt for miles upon its gaze. Melding the mind to the thought of the gravity that will surround you.
This ability doesn't make sense in red. Red doesn't plan ahead or passively defend, it protects itself by proactively destroying threats. Between taxing your opponent and protecting permanents, his ability is white.
Flourishing Bog Land — Swamp
: Add C to your mana pool. 1, : Add GG to your mana pool.
Shallowcreek Valley Land — Forest
: Add C to your mana pool. 1, : Add BB to your mana pool.
I don't know why these need to tap for colorless since you gave them basic land types(thereby giving them the mana ability of that land type), unless your set specifically cares about paying for costs with colorless mana. Otherwise these are reasonable uncommon lands.
I don't know why these need to tap for colorless since you gave them basic land types(thereby giving them the mana ability of that land type), unless your set specifically cares about paying for costs with colorless mana. Otherwise these are reasonable uncommon lands.
Yes, it's to create colorless mana fixers, that are also tactical color heavy fixers.
As for the flavor on Burning Aurora, it reflects the nature side (chaos, wilds of space and physics) of red. It also opens up more space for red permanent based decks, which people don't often run, because it has so little support. Let's not list one deck out of ten billion as a defense to this argument either. It's well known that Goblins have always had a place as Red permanent aggro, but how many others? Not really any.
With the proposed changing of the ruling on "or" having to choose between your spells or your permanents being protected is a harsh choice.
This was funny.
Anyway apart from the messiness of the lands having basic types in addition to two other abilities I really like their design for a colorless matters set. They are more powerful than the Graven Cairns cycle but I don't think that's a bad thing at all. Question for you though Reap: you seem to love attaching basic land types to your duals but you hate the fetch lands, what bonus are you seeing to adding the basic types? To me the primary reason to attach a basic type is so they can get fetched but I am assuming that isn't your goal.
As for Burning Aurora if you want the card to be promoting red permanent based decks (setting aside our differing opinions on how common those are for a moment) why does it impact spells on the stack as well? That really changes the functionality of the card in a massive way and will see it used less like asceticism and more like defense grid.
With the proposed changing of the ruling on "or" having to choose between your spells or your permanents being protected is a harsh choice.
This was funny.
Anyway apart from the messiness of the lands having basic types in addition to two other abilities I really like their design for a colorless matters set. They are more powerful than the Graven Cairns cycle but I don't think that's a bad thing at all. Question for you though Reap: you seem to love attaching basic land types to your duals but you hate the fetch lands, what bonus are you seeing to adding the basic types? To me the primary reason to attach a basic type is so they can get fetched but I am assuming that isn't your goal.
As for Burning Aurora if you want the card to be promoting red permanent based decks (setting aside our differing opinions on how common those are for a moment) why does it impact spells on the stack as well? That really changes the functionality of the card in a massive way and will see it used less like asceticism and more like defense grid.
It was tragic, especially when you realize by your rules, the lands could produce 4 mana from 1 if worded as suggested with the double colorless addition.
I honestly don't want them to be able to fix colorless mana like that, because that detracts too strongly from the aspect of challenge. I think what they do as they are is good. I don't want to change it, although the three mana abilities feels over the top. I don't think they are strictly better than the original filters either, because they can't fix mixed color (which is a big deal), and can only fix doubles to one side. Quite a few points of utility lost for the one they gain by their granted land type. The original filters are much better than you might think, and have potential you just haven't seen unlocked yet. These will be like a retard in-between for people who want to cling to fetchlands. They were themselves thought to be healither than re-igniting the full on dual lands, which is where their concept comes from to begin with.
Everglades would be / or / ?
Burning Aurora only effects permanent spells. It doesn't protect your instants or sorceries.
Everglades feels more UB to me, but I can see the UG argument.
As for the relative powerlevel I agree that losing the filter hurts but being able to tap for a color takes a ton of that pain away. Regardless I really like their design I just think if I was trying to replace the original duals I'd leave out the colorless ability and support my colorless matters theme with a different design. Really cool design and definitely pushes me into clinging onto those fetchlands even harder. They would be just that good with them.
And I missed that part of Burning Aurora, sorry. Definitely not the way WotC would word it but that's never been your primary concern. I think they would use the new ward keyword here but you might be right to not use it because I'm not sure if it can be used on non creatures.
I think I agree it's not an effect we'd see in red and would make more sense in white but I don't hate this bit of color bleed.
Also just for the record all of my previous comments about your deus ex abilities still stand. They are incredibly powerful even if they only trigger once like you intend. This costing 3 mana is good because I think anything that cost 1 or 2 would see play regardless of rules text just for the uncounterable ability.
Also just for the record all of my previous comments about your deus ex abilities still stand. They are incredibly powerful even if they only trigger once like you intend. This costing 3 mana is good because I think anything that cost 1 or 2 would see play regardless of rules text just for the uncounterable ability.
Certainly, some are definitely one-sided benefits.
However, one such as this can actually hurt a player that tempts themselves into tossing away something because it's only moderately useful at the moment, in hopes to increase their clutch in grabbing something more useful on the rebound. They can toss a full 3 and get back 2 cards—or even 3 cards that are dead at the moment. For cautious players, this reads "shuffle a card from your hand into your library, then draw a card".
Unless of course—you believe in The Heart of the Cards!
Your lands seem too good to me compared to basic lands. The best comparison would be the pathway lands. Compared to these, these have basic landtypes, can tap for colorless and don't have to choose between providing one color of the other. The only downside being these have a restriction on the producing the off-color mana, but it's a pretty light restriction and could be an advantage if you don't have enough mana sources of the off-color.
I also agree w others that Burning Aurora is not red. Red could do a version of this with life payments though.
Enchantment
Psychometry (As you cast this spell or when it leaves the stack, you may shuffle up to three cards from your hand into your library, then draw that many cards.)
As long as you control a basic Mountain, spells your opponent's control that target permanent spells or permanents you control cost 2 more to cast.
The entropy of the crushing heat can be felt for miles upon its gaze. Melding the mind to the thought of the gravity that will surround you.
Flourishing Bog
Land — Swamp
: Add C to your mana pool.
1, : Add GG to your mana pool.
Shallowcreek Valley
Land — Forest
: Add C to your mana pool.
1, : Add BB to your mana pool.
As for the lands I would assume some kind of rule change would balance these such that basic land types don't always produce colored mana. Maybe every second turn if they have an alternative mana ability?
Either way these designs will hinge upon future rulings that will dictate their function so there's no real need to discuss them. As such they would be played when the current rules manager decides to rule in favor of them making them powerful and will fall out of favor when the rules manager tires of them and rules that they should be weaker.
I suppose it could have, Destiny Bond (As you cast this spell or when it leaves the stack, any player may shuffle his or her hand into his or her library and draw four cards.).
I don't really see the harm in increasing the cost by one either.
I was going to say, the mana abilities could be combined and an extension on the other added, removing the first.
1, : Add BB or CC to your mana pool.
I would be against these having three mana abilities, because then they lose uniqueness and aren't as tactical as they are generic impressions with OP land types.
You gave them three mana abilities. Which is why I said its pointless to discuss them as written because us readers are not privy to whatever rulings are going to adjust their effect. And such effects could make or break them. If you care to list out their specific rulings in their entirety we can discuss them. Or you could stick to conventional designa and not rely on rulings to fix your cards. Its 100% your choice.
This ability doesn't make sense in red. Red doesn't plan ahead or passively defend, it protects itself by proactively destroying threats. Between taxing your opponent and protecting permanents, his ability is white.
I don't know why these need to tap for colorless since you gave them basic land types(thereby giving them the mana ability of that land type), unless your set specifically cares about paying for costs with colorless mana. Otherwise these are reasonable uncommon lands.
Yes, it's to create colorless mana fixers, that are also tactical color heavy fixers.
As for the flavor on Burning Aurora, it reflects the nature side (chaos, wilds of space and physics) of red. It also opens up more space for red permanent based decks, which people don't often run, because it has so little support. Let's not list one deck out of ten billion as a defense to this argument either. It's well known that Goblins have always had a place as Red permanent aggro, but how many others? Not really any.
This was funny.
Anyway apart from the messiness of the lands having basic types in addition to two other abilities I really like their design for a colorless matters set. They are more powerful than the Graven Cairns cycle but I don't think that's a bad thing at all. Question for you though Reap: you seem to love attaching basic land types to your duals but you hate the fetch lands, what bonus are you seeing to adding the basic types? To me the primary reason to attach a basic type is so they can get fetched but I am assuming that isn't your goal.
As for Burning Aurora if you want the card to be promoting red permanent based decks (setting aside our differing opinions on how common those are for a moment) why does it impact spells on the stack as well? That really changes the functionality of the card in a massive way and will see it used less like asceticism and more like defense grid.
It was tragic, especially when you realize by your rules, the lands could produce 4 mana from 1 if worded as suggested with the double colorless addition.
I honestly don't want them to be able to fix colorless mana like that, because that detracts too strongly from the aspect of challenge. I think what they do as they are is good. I don't want to change it, although the three mana abilities feels over the top. I don't think they are strictly better than the original filters either, because they can't fix mixed color (which is a big deal), and can only fix doubles to one side. Quite a few points of utility lost for the one they gain by their granted land type. The original filters are much better than you might think, and have potential you just haven't seen unlocked yet. These will be like a retard in-between for people who want to cling to fetchlands. They were themselves thought to be healither than re-igniting the full on dual lands, which is where their concept comes from to begin with.
Everglades would be / or / ?
Burning Aurora only effects permanent spells. It doesn't protect your instants or sorceries.
As for the relative powerlevel I agree that losing the filter hurts but being able to tap for a color takes a ton of that pain away. Regardless I really like their design I just think if I was trying to replace the original duals I'd leave out the colorless ability and support my colorless matters theme with a different design. Really cool design and definitely pushes me into clinging onto those fetchlands even harder. They would be just that good with them.
And I missed that part of Burning Aurora, sorry. Definitely not the way WotC would word it but that's never been your primary concern. I think they would use the new ward keyword here but you might be right to not use it because I'm not sure if it can be used on non creatures.
I think I agree it's not an effect we'd see in red and would make more sense in white but I don't hate this bit of color bleed.
Also just for the record all of my previous comments about your deus ex abilities still stand. They are incredibly powerful even if they only trigger once like you intend. This costing 3 mana is good because I think anything that cost 1 or 2 would see play regardless of rules text just for the uncounterable ability.
Certainly, some are definitely one-sided benefits.
However, one such as this can actually hurt a player that tempts themselves into tossing away something because it's only moderately useful at the moment, in hopes to increase their clutch in grabbing something more useful on the rebound. They can toss a full 3 and get back 2 cards—or even 3 cards that are dead at the moment. For cautious players, this reads "shuffle a card from your hand into your library, then draw a card".
Unless of course—you believe in The Heart of the Cards!
I also agree w others that Burning Aurora is not red. Red could do a version of this with life payments though.
RUNIN: Norse mythology set (awaiting further playtesting)
FATE of ALARA: Multicolour factions (currently on hiatus)
Contibutor to the Pyrulea community set
I'm here to tell you that all your set mechanics are bad
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