I'm always trying to find ways to mitigate mana-screw. One approach I'm exploring is something similar to the Companion mechanism (but without the 3 mana tax) which I term Homeland. The idea is to give you access to a mediocre land in exchange for mild deck-building constrictions (and exiling a card to be able to play it). I also want to prevent people from using the mechanism to skimp on lands in their original build. I'm not sure of the right balance of the deck constraints and the land itself (should it EtB tapped in addition to producing colorless mana)? Another possibility would be to have you skip a draw (a la Dredge) to get the card instead of exiling a card from your hand. Some other Homeland restrictions:
1) Your 40-card deck contains 18 lands.
2) Your 43-card deck contains 18 lands.
3) Your 40-card deck contains 17 lands, at least 16 of which are basic.
The goal is that in most games, the player won't play the land because they're up to better things - the Homeland should act as an emergency escape from a miserable mana-screw. To provide some context, my cube is mid-power level (no Armageddon, FoW, StP, Recurring Nightmare, that OP monkey, etc.) and all players have access to Wastes in the basic lands box (although only the Ruins of Kroskun Keep would actually want one).
1) Your 40-card deck contains 18 lands.
2) Your 43-card deck contains 18 lands.
3) Your 40-card deck contains 17 lands, at least 16 of which are basic.
The goal is that in most games, the player won't play the land because they're up to better things - the Homeland should act as an emergency escape from a miserable mana-screw. To provide some context, my cube is mid-power level (no Armageddon, FoW, StP, Recurring Nightmare, that OP monkey, etc.) and all players have access to Wastes in the basic lands box (although only the Ruins of Kroskun Keep would actually want one).
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