eh only getting one more mana than the amount of lands you have is a very slim thin. Admittedly in green creatures and abilities are dejure but this one feels a bit forced and unfocused in relative ability cost to usefulness.
If you have 5 lands (including this guy), you can get 6 mana. The fact that the mana is colored, that you can get mana if you draw this card earlier, and that it only requires 4 mana instead of 5 lands make this card seem a lot better... if you have a creature-based deck, obviously.
Though it might be less flashy than the others, I think this one might actually see more actual use in mono-green or two-color decks because its ability is applicable in far more situations. If you want to play creatures are activate abilities on creatures for at least 6 mana, this one will get tapped for its special mode.
The other members of this cycle will mostly see use as a mana sink when you have nothing better to do with your mana. That is still a useful niche, of course, but it means that this card will more often do more than a basic land then the other members of the cycle.
It's a green land with minimal opportunity cost (not legendary, no lifeloss, will often entered untapped) that eventually taps for an extra mana when you need to cast/activate creatures.
Lands that tap for extra mana are good unless they are otherwise messed up. Off the top of my head, the ones that don't work are Shrine of the Forsaken Gods (almost useless until late game), Temple of the False God (which is useless until late game), Untaidake, the Cloud Keeper (which always ETB tapped and costs life), and the crystal vein cycle (which sac themselves).
As this card doesn't share a weakness with these failed cards, this card should be just fine. Not Ancient Tomb or City of Traitors levels of fine but enough that card should become pretty useful in standard and EDH.
Use Nissa, Vital Force to untap it after you got the mana then it will be 8 instead of 6
No it will be 7. Because it can't be used to pay for itself. Only creatures or abilities of creatures. So if you untap it you just get the regular forest mana.
Use Nissa, Vital Force to untap it after you got the mana then it will be 8 instead of 6
No it will be 7. Because it can't be used to pay for itself. Only creatures or abilities of creatures. So if you untap it you just get the regular forest mana.
Nissa animates the land, so you can use the mana from the ability to activate it again since it is now a 5/5 creature.
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Seems good with nissa, who shakes the world and wilderness reclamation. Put nissa out, animate it, tap your forests for hecka mana, tap this for 6 more mana, trigger wild rec, use that 6 mana to go to 8. Flash in, idk, the u/g hydra?
It is a lot of work, but this is still like a 4 of in any decent green stompy deck.
This is essentially free ramp for any heavy green creature decks. I don't know why people seem to think this is trash. As @Randuir said, this is a very usable ability. You can spam it all day without virtually no downside to use. Might not be meta breaking, but this seems sure to show up in standard if nothing else.
agree, this is compared to the others really underwhelming.
dont know why they had to go with the 4 mana activation. the ramp is basically +1 and super expansive.
GG,tap: add 4 green would have been way more playable. if they wanna keep it at 2GG, than it should make an additional green to what it is right now.
I would have accepted GGG, tap for 6, at least that would go along with the mono green plan.
You wanted your Temple of the False God variant to net you three mana? That's ridiculous. Even Nykthos, Shrine to Nyx would need five devotion worth of board presence to do that, and this doesn't even require a board.
https://magic.wizards.com/en/articles/archive/card-preview/colors-costs-tempo-building-better-castle-2019-09-17
ETB unless you control a forest
T: add G
2GG, T: Add six G. Use the mana only to cast creature spells or activate abilities of creatures.
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You got that right !
If you have 5 lands (including this guy), you can get 6 mana. The fact that the mana is colored, that you can get mana if you draw this card earlier, and that it only requires 4 mana instead of 5 lands make this card seem a lot better... if you have a creature-based deck, obviously.
Really like what this land does.
But yea the mana should have Ben 7 or 8 not 6
Because it's still better than a Forest in most cases, assuming you don't have a rainbow mana base.
The other members of this cycle will mostly see use as a mana sink when you have nothing better to do with your mana. That is still a useful niche, of course, but it means that this card will more often do more than a basic land then the other members of the cycle.
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It’s still useful for when you need more green when you don’t have that much and activate abilities with high cmc faster too
dont know why they had to go with the 4 mana activation. the ramp is basically +1 and super expansive.
GG,tap: add 4 green would have been way more playable. if they wanna keep it at 2GG, than it should make an additional green to what it is right now.
I would have accepted GGG, tap for 6, at least that would go along with the mono green plan.
I found a cool trick
Use Nissa, Vital Force to untap it after you got the mana then it will be 8 instead of 6
It's a green land with minimal opportunity cost (not legendary, no lifeloss, will often entered untapped) that eventually taps for an extra mana when you need to cast/activate creatures.
Lands that tap for extra mana are good unless they are otherwise messed up. Off the top of my head, the ones that don't work are Shrine of the Forsaken Gods (almost useless until late game), Temple of the False God (which is useless until late game), Untaidake, the Cloud Keeper (which always ETB tapped and costs life), and the crystal vein cycle (which sac themselves).
As this card doesn't share a weakness with these failed cards, this card should be just fine. Not Ancient Tomb or City of Traitors levels of fine but enough that card should become pretty useful in standard and EDH.
Unless I'm missing something, targeting a Forest with Nissa gives you exactly the same amount of mana.
Edit: not sure if you meant to say Kaladesh Nissa, but I assumed you meant the one that was in Standard right now.
Nope, Nissa turns it into a creature.
Either way, you are turning the land into a creature, yeah? Thus allowing it to activate itself.
Nissa animates the land, so you can use the mana from the ability to activate it again since it is now a 5/5 creature.
Also useful is you wanted to play something like Gigantosaurus or Primalcrux in a two color deck.
I think this might be one of the most important cards in the set, hands down.
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It is a lot of work, but this is still like a 4 of in any decent green stompy deck.
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You wanted your Temple of the False God variant to net you three mana? That's ridiculous. Even Nykthos, Shrine to Nyx would need five devotion worth of board presence to do that, and this doesn't even require a board.
There's your unabashed semi-restrictive green ritual. Love it. And it's not legendary!
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