One shot ramp feels off. You were on the right track originally of caring about the exiled lands but simply activating their abilities didn't fit what you wanted.
You're trying to capture the flavor of grafting lands. So go on the nose
"Lands you control have all activated abilities of lands you own in exile with seed counters on them."
This would replace the ETB but it gives you a lot more options. Now you get value out of tutoring lands to exile so you can have a -1(or 2) Search your library for a land card and exile it with a seed counter.
Or you can make better tokens. "-1(0) Create a 1/1 blue and green plant land creature token with flying."
You could even put lands into play with a twist. "-5: Put any numer of lands you own in exile with seed counters on them into play. They are 3/3 green and blue plant creatures with flying in addition to their other types."
3 mana walker is much better. It let's you loot away lands while gaining life. You may want to disconnect the life gain but keep the card draw connected to exiling the land.
6 mana walker. This is more reasonable. Making every draw live is still powerful but its no longer a tutor for all of your nonbasic lands.
Being designed to work together is fine but that isn't an excuse to be bad on their own.
3 mana walker, this is bad. A + that requires you to have lands in graveyard and then does minimal things. While it doesn't have to be as good as Wrenn and Six but it shouldn't be worse and more expensive. It may not be enough but the fix is the + always gains life and the 0 puts it into play. They fact that the 0 is counter intuitive to the ultimate is a knock against it but since its meant to "combo" with your other cards its not a big problem. Just maybe reduce to -4.
5 mana walker. This enter ability is simply far too strong. Getting all lands out of your deck is a huge boon. Then it does stuff with those lands without being a problem if this particular copy leaves means that this effect has to be limited or a lot more expensive. Like 8mana value. Honestly searching for two lands is a bit much as it searches for any lands. Reduce it to basic and 4 or 5 might be reasonable.
4 mana walker, "without paying its cost" is a nightmare rules wise. Unfortunately, this is unprintable with the existing slew of lands that destory lands or creatures. Its far too good unless the cost is driven to unplayable levels.
This idea of exiling lands is neat but its probably too much work considering how integral lands are to playing the game.
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You're trying to capture the flavor of grafting lands. So go on the nose
"Lands you control have all activated abilities of lands you own in exile with seed counters on them."
This would replace the ETB but it gives you a lot more options. Now you get value out of tutoring lands to exile so you can have a -1(or 2) Search your library for a land card and exile it with a seed counter.
Or you can make better tokens. "-1(0) Create a 1/1 blue and green plant land creature token with flying."
You could even put lands into play with a twist. "-5: Put any numer of lands you own in exile with seed counters on them into play. They are 3/3 green and blue plant creatures with flying in addition to their other types."
6 mana walker. This is more reasonable. Making every draw live is still powerful but its no longer a tutor for all of your nonbasic lands.
3 mana walker, this is bad. A + that requires you to have lands in graveyard and then does minimal things. While it doesn't have to be as good as Wrenn and Six but it shouldn't be worse and more expensive. It may not be enough but the fix is the + always gains life and the 0 puts it into play. They fact that the 0 is counter intuitive to the ultimate is a knock against it but since its meant to "combo" with your other cards its not a big problem. Just maybe reduce to -4.
5 mana walker. This enter ability is simply far too strong. Getting all lands out of your deck is a huge boon. Then it does stuff with those lands without being a problem if this particular copy leaves means that this effect has to be limited or a lot more expensive. Like 8mana value. Honestly searching for two lands is a bit much as it searches for any lands. Reduce it to basic and 4 or 5 might be reasonable.
4 mana walker, "without paying its cost" is a nightmare rules wise. Unfortunately, this is unprintable with the existing slew of lands that destory lands or creatures. Its far too good unless the cost is driven to unplayable levels.
This idea of exiling lands is neat but its probably too much work considering how integral lands are to playing the game.