Whenever Essence of Peaks is tapped for mana, enchanted creature gets +1/+0 and gains first strike until end of turn.
Sacrifice enchanted creature: Search your library for a basic Mountain card. If enchanted creature was tapped, put it onto the battlefield tapped. Otherwise, put it onto the battlefield untapped. Then shuffle your library.
Land Aura. The part of my brain that contains the comprehensive rules is in pain. It's a land you can't play unless you have a creature. this would generate nothing but questions for the player base. Beyond that, this has a built-in anti-card-disadvantage ability, which is good, but really, the cost is so high (a land and a creature) that I think it should always come into play untapped, which would also help with the elegance, which the overall ability hurts. You can use this guy as mana ramp, so that's positive.
Adrenaline Peaks
Land Creature-Mountain Elemental (R) (t: add R to your mana pool.)
Haste
Sacrifice another land: Creatures you control get +1/+0 until end of turn.
At the beginning of each end step, if Adrenaline Peaks is the only land you control, sacrifice it. "The land I walk on explodes, but as it does the power of my creations overwhelm all enemies."
-Arion, the Rugged
1/1
Charge Across the Araba, but uncounterable, free, any land instead of just plains, +1/+0 instead of +1/+1, sorcery speed, provides you with an additional body to swing with, can be fetched via fetch lands, and can tap for mana as well as any Mountain should it not be needed.
This is not a good design.
Underworld
World Land
:symtap:: Add to your mana pool. You lose 1 life.
Sacrifice a creature: Add :symb::symb::symb: to your mana pool. Any player may activate this ability. "You will find neither rest nor peace here."
World is a supertype, and not a type, I'm afraid.
Stones of the Gloaming
(white/black) Enchantment Land (R)
At the beginning of your upkeep, you may lose 1 life. t, Pay 1 life: Add W or B to you mana pool. Fateful Hour - WB, Sacrifice Stones of the Gloaming: Until end of turn, if you would gain life, you gain twice that much life instead; if an opponent would lose life, they lose twice that much life instead. Activate this ability only if you have 5 or less life. Are they a memorial for despair? Or are they an epitaph for hope?
I'll go ahead and say that I hate Fateful Hour as a mechanic, as you have to be very close to losing the game before it even starts working, at which point you have to have an answer for every single threat as it hits the field, or you're finished. Having said that, you have a nice support card for fateful hour here, allowing you to jump down 2 life at a time, or more with multiples or other pain lands, so you can get to fateful hour via your own efforts relatively quickly. Also, this provides you with a good offensive trick once you reach that point, which might make up for the suicidal approach the mechanic entails. It needs to be a decent push once you hit that point, however, else you're still in trouble. I'd prefer if the fateful hour ability was "(W/B),t, Sacrifice ~:", for elegance, as it's technically the same cost.
Ooze Pits
(:symgb:)Creature Land - Ooze (R)
Ooze Pits enters the battlefield tapped. T: Add a combination of G or B to your mana pool equal to Ooze Pits power.
Sacrifice a creature: Put a +1/+1 counter on Ooze Pits.
1/1
Not sure how I feel about this. Can't be fetched like Dryad Arbor, but it can produce much more mana. Seems easily abused, especially considering that the ability can be used in any color deck, which allows for a lingering souls to turn your 1/1 into a 5/5 with the ability to produce 5 mana. Would have preferred the ability have some restrictions of some sort on it.
Swampgrass of Nix
Land Creature - Swamp Elemental (R)
(T: Add B to your mana pool.)
Sacrifice a land: Put a +1/+1 counter on Swampgrass of Nix.
0/1
Okay, strictly better than Dryad Arbor. Would have been better without the Swamp subtype, and if it could only eat one land a turn, being unable to be another cheap 3/4 creature for Legacy.
Citadel of Wisdom
Artifact Land (R) T: Reveal the top card of your library. If that card is a land card, add RU to your mana pool.
Sacrifice an artifact: Draw a card. Activate this ability only during your turn and not more than once each turn. We can speed up the research if you pay the price.
So, it produces double mana, but only one out of every three times you tap it. The other two times, it does nothing. It can also draw you an additional card each turn as long as you can feed artifacts to it. Affinity would explode. In standard it would either be format defining or completely unused.
Translucent Wall
Creature Land — Wall (R)
(Translucent Wall isn't a spell and it's affected by summoning sickness)
Defender
:symtap:: Add to your mana pool.
Sacrifice Translucent Wall: Translucent Wall's controller draws 2 cards and gains 4 life. Only any opponent may activate this ability.
0/4
For this round, begin by either adding two colors, removing two colors, or adding one and removing a second from your planeswalker's color identity. Create a land with another type (that is, either a land creature, an artifact land, or an enchantment land) with the resulting color identity. That land must have the word "sacrifice" somewhere in its rules text.
Glad I double checked this. The red bit should have also been bolded, don't you think?
Roach Yard
• Land Creature - Insect R t: Add B to your mana pool.
When Roach Yard dies, each player sacrifices a land. "These are some of my most spiteful subjects. So much as disturb their home, and they will destroy everyone else's."
-Dol Embre
1/1
Land Aura. The part of my brain that contains the comprehensive rules is in pain. It's a land you can't play unless you have a creature. this would generate nothing but questions for the player base. Beyond that, this has a built-in anti-card-disadvantage ability, which is good, but really, the cost is so high (a land and a creature) that I think it should always come into play untapped, which would also help with the elegance, which the overall ability hurts. You can use this guy as mana ramp, so that's positive.
Charge Across the Araba, but uncounterable, free, any land instead of just plains, +1/+0 instead of +1/+1, sorcery speed, provides you with an additional body to swing with, can be fetched via fetch lands, and can tap for mana as well as any Mountain should it not be needed.
This is not a good design.
World is a supertype, and not a type, I'm afraid.
I'll go ahead and say that I hate Fateful Hour as a mechanic, as you have to be very close to losing the game before it even starts working, at which point you have to have an answer for every single threat as it hits the field, or you're finished. Having said that, you have a nice support card for fateful hour here, allowing you to jump down 2 life at a time, or more with multiples or other pain lands, so you can get to fateful hour via your own efforts relatively quickly. Also, this provides you with a good offensive trick once you reach that point, which might make up for the suicidal approach the mechanic entails. It needs to be a decent push once you hit that point, however, else you're still in trouble. I'd prefer if the fateful hour ability was "(W/B),t, Sacrifice ~:", for elegance, as it's technically the same cost.
Not sure how I feel about this. Can't be fetched like Dryad Arbor, but it can produce much more mana. Seems easily abused, especially considering that the ability can be used in any color deck, which allows for a lingering souls to turn your 1/1 into a 5/5 with the ability to produce 5 mana. Would have preferred the ability have some restrictions of some sort on it.
Okay, strictly better than Dryad Arbor. Would have been better without the Swamp subtype, and if it could only eat one land a turn, being unable to be another cheap 3/4 creature for Legacy.
So, it produces double mana, but only one out of every three times you tap it. The other two times, it does nothing. It can also draw you an additional card each turn as long as you can feed artifacts to it. Affinity would explode. In standard it would either be format defining or completely unused.
I actually like this design. Good job.
Glad I double checked this. The red bit should have also been bolded, don't you think?
Rare Creature and Dol Embre personality exposition
Roach Yard
• Land Creature - Insect R
t: Add B to your mana pool.
When Roach Yard dies, each player sacrifices a land.
"These are some of my most spiteful subjects. So much as disturb their home, and they will destroy everyone else's."
-Dol Embre
1/1