General custom utility land draft cards

Dom Harvey

Contributor
lands are great

Pushed ZEN/WWK cycle:


Purging Plain (liked anotak's card and couldn't think of something for white)
Land
Purging Plain enters the battlefield tapped.
When Purging Plain enters the battlefield, exile target creature you control, then return that card to the battlefield under your control.
T: Add W to your mana pool.

Whirling Wash
Land
Whirling Wash enters the battlefield tapped.
When Whirling Wash enters the battlefield, tap or untap target permanent.
T: Add U to your mana pool.

Moaning Moor
Land
Moaning Moor enters the battlefield tapped.
When Moaning Moor enters the battlefield, return target creature from your graveyard to your hand.
T: Add B to your mana pool.

Surging Sands
Land
Surging Sands enters the battlefield tapped.
When Surging Sands enters the battlefield, target creature gains haste until end of turn.
T: Add R to your mana pool.

Churning Copse
Land
Churning Copse enters the battlefield tapped.
When Churning Copse enters the battlefield, put target card in your graveyard on top of your
library.
T: Add G to your mana pool.


Obelisk of Ugin
Land
Hideaway
T: Add 1 to your mana pool.
1, T: You may play the removed card without paying its mana cost if you control seven or more nonland colourless permanents.





Captured Township
Land
Captured Township enters the battlefield tapped.
Raid - When Captured Township enters the battlefield, return a land you control to its owner's hand unless you attacked this turn.
T: Add 1R to your mana pool.

Primal Shelter
Land
T: Add 1 to your mana pool.
Ferocious - G, T: Target creature you control with power 4 or greater gains hexproof until end of turn.

Slaughterhouse Shrine
Legendary Land
T: Add B to your mana pool.
Morbid - T: Add BB to your mana pool if a creature died this turn.

Rallying Point
Land
Rallying Point enters the battlefield tapped.
T: Add 1 to your mana pool.
Fateful hour - If you have 5 or less life, Rallying Point has T: Add WUBRG to your mana pool

Stirring Silo
Land
Stirring Silo enters the battlefield tapped.
T: Add 1 to your mana pool.
Landfall - If you had a land enter the battlefield under your control this turn, Stirring Sileo has T: Add 2 to your mana pool.
 

Onderzeeboot

Ecstatic Orb
Evaluating lands is hard, but I love the flavor you put into these! These names are evocative and neatly fit the mechanics.
 
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Bone-porridge Expanse
Land
Whenever a creature dies, add {B}{B} to your mana pool and gain 1 life.

Edit: Oh dammit, I didn't see the similar land in the text wall above, I only looked at page 1. Well kudos to you for making it first. :p I guess they're kinda differentish.
Welp, might as well make 4 more.
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Streets of Rage
Land
Whenever a player is damaged, add {R} to your mana pool.
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Island of Lost Hope
Land
Whenever a card on the battlefield is returned to a player's hand or library, add {U}{U}{U} to your mana pool.
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Meadow of Yummy Dewdrops
Land
Whenever a player gains life, add {W}{W} to your mana pool.
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Grove of Primal Power
Land
Whenever an effect increases a creature's power or toughness, add {G} to your mana pool.
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UUU seems like too much colored mana. Mebbe it should be 2U. But unsummon effects seem like they happen the least often, out of these 5 effects, in a game, whereas P/T boosts and player damage are super frequent. But in a cube that doesn't have a +1/+1 counters subtheme, the green land should maybe generate GG due to the lower frequency of the effect.
 

Laz

Developer
Lands that activate more than once are kind of dangerous, given how hard they are to interact with... The below represent pretty simple infinite combos, and obviously these exact cards are probably not in your cube, but I am sure some of these lands have other wholly unintended interactions.

Bone-porridge Expanse
Land
Whenever a creature dies, add {B}{B} to your mana pool and gain 1 life.
Gravecrawler + Zombie + Sac. Outlet

Streets of Rage
Land
Whenever a player is damaged, add {R} to your mana pool.
Pyrohemia

Island of Lost Hope
Land
Whenever a card on the battlefield is returned to a player's hand or library, add {U}{U}{U} to your mana pool.
Actually not sure how to properly break this one, despite offering the most mana. Darting Merfolk gives infinite ETBs?
It makes Bounce-lands pretty interesting.

Meadow of Yummy Dewdrops
Land
Whenever a player gains life, add {W}{W} to your mana pool.
Not sure again, Phelddagrif gives arbitrary amounts of mana, but also gives the opponent life.

Grove of Primal Power
Land
Whenever an effect increases a creature's power or toughness, add {G} to your mana pool.
Killer Bees


Maybe these effects would work better on enchantments or creatures? Then they would have meaningful interactions, and given the unpredictable nature of their activations, they are basically spells already.
 
Thankfully, I don't play constructed so I don't have to deal with that kind of bullshit, but fair points! If I experiment with any of those lands as utility picks, I will make sure not to include cards in the cube that bust the lands.

They could also be made enchantments so that they are more targetable. But still lands so that they can cost 0, kinda like that green creature/land, and act as an alternative, tap-free way to get mana.

Edit: Grove of Primal Power is a little silly with Outlast creatures, it might need a different trigger.

Or hell, the "cycle" should be abandoned for only the 2 or 3 best ones.
 

Chris Taylor

Contributor
Thankfully, I don't play constructed so I don't have to deal with that kind of bullshit, but fair points! If I experiment with any of those lands as utility picks, I will make sure not to include cards in the cube that bust the lands.

They could also be made enchantments so that they are more targetable. But still lands so that they can cost 0, kinda like that green creature/land, and act as an alternative, tap-free way to get mana.

Edit: Grove of Primal Power is a little silly with Outlast creatures, it might need a different trigger.

Or hell, the "cycle" should be abandoned for only the 2 or 3 best ones.

Typically tap free ways to get mana are either broken or horrible. Being lands, I'd think they're leaning towards broken.
What's the intended enviornment look like? All of these look like combo pieces and nothing else, but if that's intentional...
 
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