Here's a cycle of "Hunted Lands," where you can sac each land for 3 mana but your opponent gets a creature/creatures in response:
Mushroom Hill [Inspired by this picture.]
Land (U)
Sacrifice ~: Add GGG to your mana pool. Put a 3/3 black Dragon creature token with flying into play under your opponent's control.
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Illusory Wasteland
Land (U)
Sacrifice ~: Add RRR to your mana pool. Put a 3/3 blue Djinn creature token with flying into play under your opponent's control.
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Forbidding Realm Land (U)
Sacrifice ~: Add BBB to your mana pool. Put two 2/2 white Knight creature tokens with first strike into play under your opponent's control.
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Frontier Battlefield Land (U)
Sacrifice ~: Add WWW to your mana pool. Put four 1/1 red Goblin creature tokens with haste into play under your opponent's control.
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Savage Coast Land (U)
Sacrifice ~: Add UUU to your mana pool. Put a 4/4 green Wurm creature token with trample into play under your opponent's control.
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Comments? Is the 3 mana too much? Are the creatures too weak/strong for the mana gain? Is there a way to prevent a nasty combo with Crucible of Worlds/Æther Flash?
Those are really nice ideas, however, I was cursed by the gods of MtG booster packs with the horrible bad luck to have never EVER acquired a Sakura-Tribe Elder. I do have 1 Chord of Calling and a Congregation at Dawn, though...
Strategy: Either amass a rather large life total with Joyous Respite, Dosan's Oldest Chant and Centaur Safeguard, or bust out the Nephilim's Sand tokens and swarm to death.
I'd like some input on what cards would make this deck win consistently, since right now it's pretty swingy. I'd like to keep it Ravnica/Kamigawa block too.
EDIT: Kinda went with the Congregation at Dawn idea. I have 4 Faith's Fetters, but they're currently being used in my Boros deck.
What happens if you play Talonblade Falconer's ability when it's not your combat phase? Might want to clarify that.
Well, if you haven't attacked yet, it would force you into the combat phase, right? Maybe I should make it "At the beginning of your combat phase, you may pay 1U. If you do, put a 1/1 blue Bird token named Hunting Falcon with flying into play"?
Quote from dasheiff »
True, but this is more restrictive and more flavorful.
That, and I can put more text on the card instead of splitting it, and having to find another picture...etc. etc.
Thanks for the input. Here's an edited version of the Falconer:
Talonblade Falconer 1WU
Creature -- Human Soldier (U)
Defender (This creature can't attack.) 1U: Put a 1/1 blue Bird token named Hunting Falcon into play tapped and attacking. Play this ability only once each turn. At end of turn, remove all tokens named Hunting Falcon from the game.
Search your library for a basic land card and put that card into play tapped. Then shuffle your library.
Impulse — Search your library for a creature card. Reveal that card, then shuffle your library and put the revealed card on top of it. (You may play this spell as an instant. If you do, it has this effect instead of the normal effect.)
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Talonblade Falconer1WU
Creature -- Human Soldier (U)
Defender (This creature can't attack.)
1U: Put a 1/1 blue Bird token named Hunting Falcon into play tapped and attacking. Play this ability only once each turn. At end of turn, remove all tokens named Hunting Falcon from the game.
1/2
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Dracoclasm 2RRR
Instant (U)
~ deals 2 damage to target creature.
~ deals 2 damage to target creature.
~ deals 2 damage to target creature.
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Talonwing Mage-Knight3W
Creature -- Human Wizard Knight (U)
When ~ attacks, it gains flying and first strike until end of combat. 2W: Attach target Aura you control to ~. Play this ability only any time you could play a sorcery.
2/2
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Mage-knight Adept 3W
Creature -- Human Wizard (C)
When ~ comes into play, you may search your library for a white or blue instant card with converted mana cost 2 or less and play that card without paying its mana cost. If you do, shuffle your library.
1/1
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Al-Fafrin Diviner3U
Creature -- Human Shaman (C)
If you would draw a card, instead look at the top two cards of your library. Put up to one of those cards into your hand and the rest on the bottom of your library in any order.
1/1
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Crag Wyrmling R
Creature -- Dragon (C)
Flying
At end of turn, if ~ did not come into play this turn, sacrifice ~ if you control no untapped Mountains.
2/1
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Hulking Aggressor 3R [Wow I like CMC 4 creatures...]
Creature -- Ogre Berserker (U)
~ attacks each turn if able.
~ can't block.
5/3
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Under Siege XXR
Enchantment -- Aura (C)
Enchant land
~ comes into play with X siege counters on it. At the beginning of your upkeep, remove a siege counter from it. If you can't, sacrifice it. [This is exactly like fading, but the set was not going to have fading so yeah...]
Enchanted land's abilities can't be played. (This includes mana abilities.)
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Feral Rage 2G [Overcosted?]
Instant
Target creature gets +4/+4 and gains trample until end of turn. Until end of turn, that creature's activated abilities can't be played and it can't be equipped.
For animals, the entire universe has been neatly divided into things to (a) mate with, (b) eat, (c) run away from, and (d) rocks. [From one of Terry Pratchett's Discworld novels, if you want to know.]
Defiant Automaton3
Artifact Creature -- Golem
At the beginning of your upkeep, if ~ attacked on your last turn, it has defender until end of turn. Otherwise, ~ attacks this turn if able.
4/4
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Devarin's Assistant 3
Artifact Creature -- Golem
Artifact spells with converted mana cost 2 or less you play cost 1 to play.
That would be something like "Hi everybody" in Japanese... I study the language but am not actually Japanese myself.
Anyway, I've been looking at this place for a loooong time and have decided to finally come out of hiding, mostly for advice on card creation and deckbuilding. But that's the general idea, isn't it...
Mushroom Hill [Inspired by this picture.]
Land (U)
Sacrifice ~: Add GGG to your mana pool. Put a 3/3 black Dragon creature token with flying into play under your opponent's control.
-----
Illusory Wasteland
Land (U)
Sacrifice ~: Add RRR to your mana pool. Put a 3/3 blue Djinn creature token with flying into play under your opponent's control.
-----
Forbidding Realm
Land (U)
Sacrifice ~: Add BBB to your mana pool. Put two 2/2 white Knight creature tokens with first strike into play under your opponent's control.
-----
Frontier Battlefield
Land (U)
Sacrifice ~: Add WWW to your mana pool. Put four 1/1 red Goblin creature tokens with haste into play under your opponent's control.
-----
Savage Coast
Land (U)
Sacrifice ~: Add UUU to your mana pool. Put a 4/4 green Wurm creature token with trample into play under your opponent's control.
-----
Comments? Is the 3 mana too much? Are the creatures too weak/strong for the mana gain? Is there a way to prevent a nasty combo with Crucible of Worlds/Æther Flash?
4 Plains
12 Forest
1 Mountain
2 Overgrown Tomb
Creatures
2 Orochi Leafcaller
2 Traproot Kami
2 Budoka Gardener
2 Loaming Shaman
2 Civic Wayfinder
2 Dimir House Guard
2 Dune-Brood Nephilim
2 Moss Kami
2 Conclave Equenaut
1 Loxodon Hierarch
2 Selesnya Saggitars
2 Commune With Nature
4 Farseek
2 Macabre Waltz
2 Congregation at Dawn
2 Sundering Vitae
2 Kodama's Reach
3 Joyous Respite
1 Proper Burial
2 Dosan's Oldest Chant
Strategy: Either amass a rather large life total with Joyous Respite, Dosan's Oldest Chant and Centaur Safeguard, or bust out the Nephilim's Sand tokens and swarm to death.
I'd like some input on what cards would make this deck win consistently, since right now it's pretty swingy. I'd like to keep it Ravnica/Kamigawa block too.
EDIT: Kinda went with the Congregation at Dawn idea. I have 4 Faith's Fetters, but they're currently being used in my Boros deck.
Well, if you haven't attacked yet, it would force you into the combat phase, right? Maybe I should make it "At the beginning of your combat phase, you may pay 1U. If you do, put a 1/1 blue Bird token named Hunting Falcon with flying into play"?
That, and I can put more text on the card instead of splitting it, and having to find another picture...etc. etc.
Talonblade Falconer 1WU
Creature -- Human Soldier (U)
Defender (This creature can't attack.)
1U: Put a 1/1 blue Bird token named Hunting Falcon into play tapped and attacking. Play this ability only once each turn. At end of turn, remove all tokens named Hunting Falcon from the game.
1/2
Sorcery (U)
Search your library for a basic land card and put that card into play tapped. Then shuffle your library.
Impulse — Search your library for a creature card. Reveal that card, then shuffle your library and put the revealed card on top of it. (You may play this spell as an instant. If you do, it has this effect instead of the normal effect.)
------
Talonblade Falconer 1WU
Creature -- Human Soldier (U)
Defender (This creature can't attack.)
1U: Put a 1/1 blue Bird token named Hunting Falcon into play tapped and attacking. Play this ability only once each turn. At end of turn, remove all tokens named Hunting Falcon from the game.
1/2
-----
Dracoclasm 2RRR
Instant (U)
~ deals 2 damage to target creature.
~ deals 2 damage to target creature.
~ deals 2 damage to target creature.
-----
Talonwing Mage-Knight 3W
Creature -- Human Wizard Knight (U)
When ~ attacks, it gains flying and first strike until end of combat.
2W: Attach target Aura you control to ~. Play this ability only any time you could play a sorcery.
2/2
-----
Mage-knight Adept 3W
Creature -- Human Wizard (C)
When ~ comes into play, you may search your library for a white or blue instant card with converted mana cost 2 or less and play that card without paying its mana cost. If you do, shuffle your library.
1/1
-----
Al-Fafrin Diviner 3U
Creature -- Human Shaman (C)
If you would draw a card, instead look at the top two cards of your library. Put up to one of those cards into your hand and the rest on the bottom of your library in any order.
1/1
----
Crag Wyrmling R
Creature -- Dragon (C)
Flying
At end of turn, if ~ did not come into play this turn, sacrifice ~ if you control no untapped Mountains.
2/1
-----
Hulking Aggressor 3R [Wow I like CMC 4 creatures...]
Creature -- Ogre Berserker (U)
~ attacks each turn if able.
~ can't block.
5/3
-----
Under Siege XXR
Enchantment -- Aura (C)
Enchant land
~ comes into play with X siege counters on it. At the beginning of your upkeep, remove a siege counter from it. If you can't, sacrifice it. [This is exactly like fading, but the set was not going to have fading so yeah...]
Enchanted land's abilities can't be played. (This includes mana abilities.)
-----
Feral Rage 2G [Overcosted?]
Instant
Target creature gets +4/+4 and gains trample until end of turn. Until end of turn, that creature's activated abilities can't be played and it can't be equipped.
For animals, the entire universe has been neatly divided into things to (a) mate with, (b) eat, (c) run away from, and (d) rocks. [From one of Terry Pratchett's Discworld novels, if you want to know.]
-----
Nature's Reclamation 2G
Enchantment
Nonbasic lands are Forests.
[A green/Forest version of Blood Moon.]
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Defiant Automaton 3
Artifact Creature -- Golem
At the beginning of your upkeep, if ~ attacked on your last turn, it has defender until end of turn. Otherwise, ~ attacks this turn if able.
4/4
-----
Devarin's Assistant 3
Artifact Creature -- Golem
Artifact spells with converted mana cost 2 or less you play cost 1 to play.
0/1
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That's not it, but all I want to post right now.
10 Island
2 Azorius Chancery
3 Stalking Stones
2 Kabuto Moth
2 Kaijin of the Vanishing Touch
2 Thieving Magpie
1 Tomorrow, Azami's Familiar
2 Reciprocate
2 Arrest
2 Cage of Hands
2 Genju of the Falls
3 Serum Visions
2 Power Sink
1 Syncopate
2 Phantom Wings
2 Remand
3 Telling Time
2 Compulsive Research
2 Regress
2 Rethink
2 Hinder
Strategy: Counter everything, shuffle your own library around, and then attack with flying Genjus or Stalking Stones.
I'd like card suggestions, but just to get something out of the way, no I unfortunately do not have any Sensei's Divining Tops.
Anyway, I've been looking at this place for a loooong time and have decided to finally come out of hiding, mostly for advice on card creation and deckbuilding. But that's the general idea, isn't it...