Is there any way, possibly with the very liberal application of the Golden Rule, to elegantly phrase the spell with the effect of approximately "Counter target land drop"?
It doesn't really matter which one (although I was thinking about putting it into the graveyard). The main issue is how to phrase the fact that you can respond to a land being attempted to be played. I want to be able to see my opponent playing a land and say "Uh-uh-uh! ;-)" , show them "the land counter" and the land goes to the graveyard...
I do not believe there is a way to do that since lands don't use the stack.. if they have priority.. it's in play.. and they stil have priority.. you can't do anything.
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Those who fear the darkness have never seen what the light can do.
Is there any way, possibly with the very liberal application of the Golden Rule, to elegantly phrase the spell with the effect of approximately "Counter target land drop"?
Since lands don't use the stack, you'd have to have something closer to "counter the next land drop." An instant version of Worms of the Earth would do it. "The next time target player would put a land into play, instead he or she puts that card into his or her graveyard."
Seal of Salting RR
Enchantment
The next time that a land would come into play under the control of an opponent, sacrifice ~. If you do, that land card is put into its owner's graveyard instead.
Is there any way, possibly with the very liberal application of the Golden Rule, to elegantly phrase the spell with the effect of approximately "Counter target land drop"?
Playing lands (via a player's once-per-turn special action) doesn't use the stack, so lands can't be countered the same way that spells can.
You can prevent a player from playing lands altogether (Turf Wound, already mentioned), or destroy the land when it comes into play, or replace the comes-into-play event with something else, the way that Balduvian Trading Post and its kin do. You'd want the land to remain in the zone it was going to enter play from, rather than put it into the graveyard, though.
But: Are you looking to stop the next land from entering play, regardless of whether its from a player's special action or the ability of some other card (Wood Elves, Harrow, etc.)? Or are you only looking to prevent a player from taking his or her special action? And what if an effect allows a player to play multiple lands per turn?
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But: Are you looking to stop the next land from entering play, regardless of whether its from a player's special action or the ability of some other card (Wood Elves, Harrow, etc.)? Or are you only looking to prevent a player from taking his or her special action? And what if an effect allows a player to play multiple lands per turn?
I was hoping to prevent a player from taking his/her special action. And if s/he has several of those then preventing only one of them. Wood Elves and its ilk are more than welcome to put lands into play just as Counterspell can't stop a creature coming into play with Tooth and Nail once the latter itself resolves.
Like with counterspell there shouldn't be any card advantage for the opponent (as would be the case with merely preventing a land drop) nor should there be an opportunity for the opponent to tap the land for mana (which would be the case with Erosive Blast above).
I realise it's probably hard to impliment all of that but at least that's the aim
ConspirationUU
Enchantment (R)
All land cards become spells with mana cost 0. (They go on the stack. Players can't play more than one land during their turn.)
Sacrifice Conspiraton: Counter target land spell.
Spells don't exist in zones other than the stack, so Conspiration would apparently turn many cards within a player's library into spells. The result, needless to say, would be interesting.
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Target spell or permanent's tone becomes playful.
ConspirationUU
Enchantment (R)
All land cards have mana cost 0. (When they played, they go on the stack and concidered as spells. Players can't play more than one land during their turn.)
Sacrifice Conspiraton: Counter target land spell.
I think that a good way to do such a concept would be to make it a destroy/sacrifice effect, targeting lands played previously. Something like the following three texts:
Destroy all lands that have been played during this phase.
Destroy target land played this turn.
Choose a player. That player sacrifices all lands played this turn under their control.
ConspirationUU
Enchantment (R)
All land cards have mana cost 0. (When they played, they go on the stack and concidered as spells. Players can't play more than one land during their turn.)
Sacrifice Conspiraton: Counter target land spell.
I think this is the best solution for original idea. Provided it works rulewise.
Destroying the land when the controller already had a chance to draw mana from it, as mentioned above, misses the point of actually preventing from putting the land into play...
Well, you could have the wording be something like:
Whenever a player plays a land, put it onto the stack instead of directly into play.
Sacrifice ~this~: The next time a land would be put into play from the stack, instead put it into it's owner's graveyard.
The only problem with that is that once they are treated as spells they can be countered by ordinary counters like Counterspell
That's not the only problem. The wording on that doesn't prevent players from using their special action to play a land. It just gives them the option to play it as a spell instead.
ConspirationUU
Enchantment (R)
All land cards have mana cost 0. (When they played, they go on the stack and concidered as spells. Players can't play more than one land during their turn.)
Sacrifice Conspiraton: Counter target land spell.
Nice idea... but I would make it RU because of the infamous "color pie." Red being LD and Blue, of course, counters.
What's quicker? A land drop or a mana ability? I was just thinking that maybe the countering coud be tagged onto the end of some mana ability since that doesn't use the stack either if I remember correctly...
411.2. A player may play an activated mana ability whenever he or she has priority, or whenever he or she is playing a spell or activated ability that requires a mana payment. A player may also play one whenever a rule or effect asks for a mana payment, even in the middle of playing or resolving a spell or ability.
Your opponent would still need priority to play the mana ability, and playing a land as a special action does not yield priority.
I think Cantripmancer's suggestion is probably the best for mimicking the functionality you want while still making sense with the current rules.
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Counterland UU
Instant
Whenever an opponent would play a land card, instead you may pay UU and reveal ~ from your hand. If you do, put the land card onto the stack, then put ~ onto the stack. That player plays lands this turn as if he or she played that land. If the land card would resolve, its controller puts it into play instead. If you don't, that player plays the land card.
Put target land card on the stack into its owner's graveyard.
Since lands don't use the stack, you'd have to have something closer to "counter the next land drop." An instant version of Worms of the Earth would do it. "The next time target player would put a land into play, instead he or she puts that card into his or her graveyard."
Seal of Salting RR
Enchantment
The next time that a land would come into play under the control of an opponent, sacrifice ~. If you do, that land card is put into its owner's graveyard instead.
Playing lands (via a player's once-per-turn special action) doesn't use the stack, so lands can't be countered the same way that spells can.
You can prevent a player from playing lands altogether (Turf Wound, already mentioned), or destroy the land when it comes into play, or replace the comes-into-play event with something else, the way that Balduvian Trading Post and its kin do. You'd want the land to remain in the zone it was going to enter play from, rather than put it into the graveyard, though.
But: Are you looking to stop the next land from entering play, regardless of whether its from a player's special action or the ability of some other card (Wood Elves, Harrow, etc.)? Or are you only looking to prevent a player from taking his or her special action? And what if an effect allows a player to play multiple lands per turn?
Instant
Target spell or permanent's tone becomes playful.
Erosive Blast 1RB
Instant
Target player sacrifices the last land he or she played this turn.
I was hoping to prevent a player from taking his/her special action. And if s/he has several of those then preventing only one of them. Wood Elves and its ilk are more than welcome to put lands into play just as Counterspell can't stop a creature coming into play with Tooth and Nail once the latter itself resolves.
Like with counterspell there shouldn't be any card advantage for the opponent (as would be the case with merely preventing a land drop) nor should there be an opportunity for the opponent to tap the land for mana (which would be the case with Erosive Blast above).
I realise it's probably hard to impliment all of that but at least that's the aim
Conspiration UU
Enchantment (R)
All land cards become spells with mana cost 0. (They go on the stack. Players can't play more than one land during their turn.)
Sacrifice Conspiraton: Counter target land spell.
So, what do you say?
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Instant
Target spell or permanent's tone becomes playful.
Conspiration UU
Enchantment (R)
All land cards have mana cost 0. (When they played, they go on the stack and concidered as spells. Players can't play more than one land during their turn.)
Sacrifice Conspiraton: Counter target land spell.
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Destroy all lands that have been played during this phase.
Destroy target land played this turn.
Choose a player. That player sacrifices all lands played this turn under their control.
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I think this is the best solution for original idea. Provided it works rulewise.
Destroying the land when the controller already had a chance to draw mana from it, as mentioned above, misses the point of actually preventing from putting the land into play...
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my intention being to avoid that....
Whenever a player plays a land, put it onto the stack instead of directly into play.
Sacrifice ~this~: The next time a land would be put into play from the stack, instead put it into it's owner's graveyard.
静
That's not the only problem. The wording on that doesn't prevent players from using their special action to play a land. It just gives them the option to play it as a spell instead.
Nice idea... but I would make it RU because of the infamous "color pie." Red being LD and Blue, of course, counters.
But Conspiration is a pretty nifty idea for a card
Topher made this
Your opponent would still need priority to play the mana ability, and playing a land as a special action does not yield priority.
I think Cantripmancer's suggestion is probably the best for mimicking the functionality you want while still making sense with the current rules.
Instant
Whenever an opponent would play a land card, instead you may pay UU and reveal ~ from your hand. If you do, put the land card onto the stack, then put ~ onto the stack. That player plays lands this turn as if he or she played that land. If the land card would resolve, its controller puts it into play instead. If you don't, that player plays the land card.
Put target land card on the stack into its owner's graveyard.
Make a card called Long For This World.