Chris Taylor
Contributor
Do these not all just embarrass Mwonvuli Acid-Moss, though
I'm kinda okay with that. It costs a land drop (so it's not ramp, just value) and maybe it's just me, but acid moss isn't that insane
Do these not all just embarrass Mwonvuli Acid-Moss, though
Yeah, Acid-Moss doesn't set the bar very high. It's just that while it's a spell that ramps, this is a land that casts a spell, which I think is nearly an order of magnitude better because it doesn't cost you any slots in your deck. Have there been any precedents for this? Honest question, as I can't recall either way.
did you see my utility land cycle:Can somebody make Innistrad spell lands for the color pairs that have unplayable lands?
heres a 10 color utility land cycle, any thoughts? (me and my friend designed these for that cube i keep mentioning)
Everflame Grove
Land
Everflame Grove enters the battlefield tapped.
: Add or to your mana pool.
, : Target attacking creature deals damage equal to its power to defending player.
Magmatic Coffers
Land
Magmatic Coffers enters the battlefield tapped.
: Add or to your mana pool.
, : Add to your mana pool for each card in your graveyard.
Primordial Lagoon
Land
Primordial Lagoon enters the battlefield tapped.
: Add or to your mana pool.
, , Exile two cards from your graveyard: Put two +1/+1 counters on target creature.
Riptide Test Chamber
Land
Riptide Test Chamber enters the battlefield tapped.
: Add or to your mana pool.
, : Return target Wizard or Spirit you control to its owner’s hand.
Salvegrass Field
Land
Salvegrass Field enters the battlefield tapped.
: Add or to your mana pool.
, : Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle your library. Return Salvegrass Field to its owner’s hand at the beginning of the next end step.
Scrying Grove
Land
Scrying Grove enters the battlefield tapped.
: Add or to your mana pool.
, : Look at the top card of your library. If that card is a land, you may reveal it and put it into your hand.
Slayers’ Fortress
Land
Slayers’ Fortress enters the battlefield tapped.
: Add or to your mana pool.
, : Target creature gets +2/+0 and gains vigilance and haste until end of turn.
Stronghold Ruins
Land
Stronghold Ruins enters the battlefield tapped.
: Add or to your mana pool.
, : Put target artifact or creature card from your graveyard on top of your library.
Sunken Catacombs
Land
Sunken Catacombs enters the battlefield tapped.
: Add or to your mana pool.
, : Name a card. Target opponent guesses whether a card with that name is in your hand. You may reveal your hand. If you do and your opponent guessed wrong, draw a card.
Vapor Springs
Land
Vapor Springs enters the battlefield tapped.
: Add or to your mana pool.
, : Draw two cards, then discard three cards.
so you want a new grim backwoods & stensia bloodhall for sure. alchemist's refuge is probably too slow for your cube tooYeah, but I specifically want non-tapped lands that don't fix.
Scrying Grove is pretty neat though. Sunken Catacombs is a little wild.
so you want a new grim backwoods & stensia bloodhall for sure. alchemist's refuge is probably too slow for your cube too
i was scared w/ yawgmoth's house because actual card advantage needs restrictions on lands or else its brokenI like the Scrollhouse. Yagmoth's House seems massively unplayable.
I wonder if Deathrite Wastes isn't massively OP.
the more i think about it, the more i realize it definitely is broken. probably make it only exile noncreatures or something to start w/ to give it less targets, and maybe throw another mana on
grim backwoods istheshit
my cube runsAlso, for a spells matter idea:
1U 2/1
Instants and sorceries you cast cost U less
super broke for constructed (goblin electromancer) but for cube?
also recurring nightmare returns itself to hand at instant speed.for the BG land, could we do a recurring nightmare variant, but at random?
like , sacrifice a creature: Return a random creature from your graveyard to the battlefield?
I figure the extra mana, the extra color, and the lack of control make up for nightmare being such a miserable card sometimes. Arguably, it being a land makes it more vulnerable, unlike nightmare which despite being printed as an enchantment, acts like a sorcery (since your opponent won't get priority in time)
yeah you're pretty much right. they won't always have cards in their graveyard though. (lol as if that stopped deathrite shaman from being insane). Probably make it a +1 -1 life swing too.Well, I mean, consider how good of a finisher Creeping Tar Pit is, and it doesn't gain life and can be bolted. And needs to be activated on your turn.
yeah, maybe needs to exile 2 cards and lose a life or something of that nature.Happy Backwoods might also be too strong, considering Loothouse is strong(ish), and that's just straight looting. Like the idea of more card draw in GB though.