The Card Creation League is a monthly contest in which players compete over seven rounds. Each month has an overall theme and/or story, determined by that month's host.
Each round, the host will assign a card creation task to the players. This task may vary between teams or players.
The first three rounds are open to everyone who joined in the sign-up thread, which will be posted near the end of the previous month. After these rounds, the Top 8 players will move on to three single elimination rounds to determine a winner.
Rounds usually last three to four days for submissions and about two days for critiques, but the host has final say in making the schedule.
For the first three rounds, players are divided into teams. Four teams is standard, but there may be more or less depending on the number of players. Each team will review another team's cards during the critique period of that round.
Each player must submit a Top 3 ranking for the team he or she critiques at the end of each round. Each First Place is worth 3 points; Second Place is 2 points; and Third Place is 1 point.
Additionally, each player can receive up to 2 additional points per round. One point is given for posting a Top 3, and one point for providing critiques for that team's cards.
Suggested areas to critique include creativity, balance, printability, and relation to the overall theme or that player's previous cards.
Players who do not post a card or a Top 3 will be put on "probation." Top 3 violations for a round can be removed by posting or PMing the host with your Top 3 before the end of the next round. Any player that would receive a second violation is disqualified from further competition that month.
At the end of the first three rounds, the Top 8 players will be selected by points (usually the top 2 from each team). In the case of ties, there may be more than 8 players advancing. The host will determine matchups for single elimination. At the end of each elimination round, remaining players not in that matchup will choose a winner to advance. The host will break any ties.
The final round is determined by public poll.
Prior to Top 8, players have a chance of getting a total of 100 points toward their score each Scoring Round. Scores for each Round are determined by the following equation:
Total points of Player A in round N = 100 * X/Y, where:
X = Total number of Scoring Points (Judge Points + Additional Points from Top 3 & Critiques)
Y = Total number of Possible Points (3 * Number of Judges + Additional Points)
3 points are given for a First Place Top 3 finish, 2 points for a Second Place, and 1 point for a Third Place. 1 additional point is awarded if a Top 3 is submitted. 1 additional point is awarded if Critiques are given for all entries to be judged.
This way the grading is more streamlined in the fact that all rounds prior to Top 8 are graded equally, and there is no handicap for any team that has fewer judges.
Each player accumulates points from each Scoring Round until the end of Round 3.
You stir in your sleep. Strange dreams disturb your nightly peace. In them, vaguely humanoid shapes obscured as they stand in front of a bright light of indescribable color are addressing you, though language seems not to be used.
They’re Godlike beings beyond space time and blind eternities. You’ve been chosen. You’re to perform a task for them. You need not to know why or what for. Refusal is not even an option. You’ll be transported to a plane and they seem to allow your personal preference to have a say about which. All these and many other less clear ideas form in your head.
You wake up. Your head hurts. You realize immediately you’re not home anymore. You remember choosing a destination, but this doesn’t seem to be exactly it. Slowly, like through parting mists, a thought takes shape in your mind: this IS the place you chose, only thousands of years in the past, at it’s genesis. Apparently you are to shape the history of this place; whether it’s a replica or the real thing, you are left in the dark.
Before you can start pondering your situation, another painful thought pierces your aching mind: You have at your dispositiion the raw powers that will define the future of this plane. You are to give them form, to guide them at the best of your ability. You ignore what’s in it for you, but you have little choice. You don’t want to upset entities that can cause agonizing pain when they’re just trying to be informative.
Your first task as you come to understand it is:
Design a land, with one or more abilities that reflect or adapt the ones in the plane you chose.
Mandatory requirements:
1. It must be legendary
2. it must add mana of one or more colors (that make sense to the abilities of the plane.)
Optional Requirements (meeting each of these will grant you a bonus point at the end of the round if you are at least in a top 3) :
1. It must NOT enter the battlefield tapped
2. It must add more than one mana to your mana pool
The teams
Team Agyrem
Zoomba
Hyral
Mundus
CodGod
Monkey Playing MTG
Rudyard
Vexing Arcanix
ParaSiempre
Rimeshade
Jimmy Groove
Team Murasa
~Aura~
Brofaux
Miccu, Agent of Serra
Piar
Pocketwatch
void_nothing
Ikeda
Paradigm Eighty
Oculus
waynedu
There's room for ONE late applicant, who'd have to join Team Feeding Grounds. It's come to my attention that the sign ups were up mostly during the weekend, making lots of people miss it. If you want in, shoot me a PM before the submissions round is over and I'll assign you to a team.
The round will be open for submissions until Friday August the fifth, then critics will be held between then and the seventh. Good luck everyone and have fun!
Guys, I keep pointing this out, and some of you still miss it: Your card MUST tie mechanically to the plane card you were assigned to, not flavorwise to the actual fictional plane. This is why you were given planechase names and not real plane names, like "Zendikar."
I'm calling it right now- worst rare in the set. Even good limited players will find better bombs at common and uncommon no sweat. Worst. Episode. Ever.
I really do predict this to be our worst rare in set award winner. I'd be happier opening a jar of eyeballs, so I think anything worse is highly unlikely. This card wont just have zero constructed potential, but not be significantly better than a mass of ghouls in a draft.
Kalumba, Pool of Life
Legendary Land (R) T: Add 1 to your mana pool. T: For each color among creatures that entered the battlefield this turn, add one mana of that color to your battlefield. Despite the wild growth of the canopy overhead, its waters reflect nothing but the form of those who drink from it.
Glyphstone Circle
Legendary Land (R) 2, T: Add :symrg::symrg: to your mana pool.
Creature spells paid for with mana produced by Glyphstone Circle cost 1 less to cast for each of their colors. "Within the Circle, a sublime clarity of mind can be achieved, closing the gap between the druid and the savagery of nature."
- Okoma, fang druid acolyte
Nak' Ricarah, the Primal Spire
Legendary Land {R} T: Add one mana of any color among creatures you control. T, Sacrifice a creature: Add X mana of the sacrificed creature's color to your mana pool, where X is the sacrificed creature's converted mana cost.
"It feeds off of surrounding creatures, and yet it seems in balance with it's surroundings... it's almost as if it were alive."
Private Mod Note
():
Rollback Post to RevisionRollBack
Take a mechanic from the pre-mirrodin era, and a mechanic after the mirrodin era, and create a card that flavorfully melds both mechanics.
Kalara the Stoneheart
Legendary Land Creature - Elemental {R} (Kalara the Stoneheart isn't a spell and is affected by summoning sickness.) ,T:Add RG to your mana pool. Put a +1/+1 counter on Kalara the Stoneheart. Kalara was the first true god zendikar's people knew. Murasa's spires now mark her tomb, her words still said to be howled by the Roil.
0/1
Temple of Ancient Dreams
Legendary Land (M)
:symtap:: Add to your mana pool for each +1/+1 counter on a red creature you control.
:symtap:: Add to your mana pool for each +1/+1 counter on a green creature you control. In this land, one philosophy rules: power begets power. The land itself is not unaware of this fact.
Torn between making this card mythic and look at all +1/+1 counters on creatures of a specific color, and making it rare and look at the counters on a single creature of a specific color.
Valley of the Ancient Mists
Legendary Land M
:symtap:: add two mana of any color to your mana pool. Spend this mana only to cast creature spells.
Lands that are creatures have hexproof. The mists obscure all, allowing only the worthy to view its hidden treasures
Kal Sanda, the Primordial
Legendary Land (MR) T: Add RG to your mana pool. Activate this ability only when you control a Mountain and a Forest. 2,T: Search your library for a Mountain or Forest card and put that card onto the battlefield tapped. Then shuffle your library.
Tomb of The First
Legendary Land T, Exile a creature card from your graveyard: Add BB to your mana pool. The Cabal's hunger for bloodshed extended well beyond its reign.
The Vale of Twilight
Legendary Land T: Add W to your mana pool if your life total is even. Add B to your mana pool if your life total is odd. 1, T: Add WW to your mana pool if you gained life this turn. Add BB to your mana pool if you lost life this turn.
Agyrem, City of Ghosts
Legendary Land T: Add W to your mana pool.
Whenever a creature you control dies, put a spirit counter on Agyrem, City of Ghosts. WW, T, Remove X spirit counters from Agyrem, City of Ghosts: Return target creature with converted mana cost X from your graveyard to your hand. If that creature is white, you may put it onto the battlefield instead.
I expect with this [Transform] mechanic that everyone playing a Werewolf tribal deck will say "Autobots, rollout!" whenever the majority of their army transforms.
Yorem, Tomb of the Guildmasters
Legendary Land {R}
Yorem, Tomb of the Guildmasters enters the battlefield tapped unless there is a creature card in your graveyard.
T: Add W or B to your mana pool.
Haunt (When this card is put into a graveyard from the battlefield, exile it haunting target creature.)
The card Yorem, Tomb of the Guildmasters is haunting gains “T: Add WW, WB, or BB to your mana pool.”
Kakanga's Ward
Legendary Land Creature -- Elemental (R)
Kakanga's Ward is red and green.
Kakanga's Ward enters the battlefield with a +1/+1 counter on it for each land you control. T, remove a +1/+1 counter from Kakanga's Ward: Add RG to your mana pool.
0/0
Karona's Fall
Legendary Land (R)
At the beginning of each player's upkeep, that player untaps Karona's Fall and gains control of it.
:symtap:: Add one mana of any color to your mana pool. Search your library for a card and put it into your graveyard. Shuffle your library.
Team Murasa (Note: Why is this called a plane? Isn't Murasa just one of the continents of Zendikar, which is the plane?)
Asarum, Elven Hold
Legendary Land {R}
When Asarum, Elven Hold enters the battlefield, put a 1/1 green elf creature token onto the battlefield.
Tap any number of elves, :symtap:: Add to your mana pool for each elf tapped this way. "Though we may be a youthful race, we have bonded with the earth and wood like none others"- Murasan Elf
Sangoma Ossuary
Legendary Land
When Sangoma Ossuary enters the battlefield, put the top three cards into your graveyard. T: Add 2 of any color to your mana pool. Use this mana to cast spells from your graveyard.
The Living Spire
Legendary Land (R) Landfall - Whenever another land enters the battlefield under your control, The Living Spire becomes a 3/3 green Plant creature until end of turn. Its still a land. T: Add G to your mana pool. 3GGG,T, Sacrifice The Living Spire: Lands you control are 3/3 green Plant creatures until end of turn. They're still lands.
Hedron-shaped caverns in the side of the Living Spire draw great draughts of air like a breathing thing. Titanic hovering vines whorl from the surface of the plant-shrouded Spire through the center of these stone throats until they reach the chamber of the Grindstone Crucible. There they encompass the Crucible in a spherical latticework of life. The Crucible itself is a thundering mass of huge, rune-covered boulders and shards of rock compacted together and grinding rapidly—sure death to any creature that comes close. The Crucible is a font of wild mana, but to draw on its strength one must stand on the latticework or between it and the Crucible. Yet when the air is drawn into the chamber it is sucked into the Grindstone Crucible with hurricane force, taking with it pieces of the latticework. When the air is not being sucked in, the vines grow, thrash, and writhe, struggling to encompass the Crucible before its next inhalation. The cause of this inhalation and the purpose of the Crucible are unknown.
Ndoba, Pillar of the Sky
Legendary Land
Ndoba, Pillar of the Sky doesn't untap during your untap step. t: Add G to your mana pool.
Landfall - Whenever a land enters the battlefield under your control, untap Ndoba, Pillar of the Sky.
I'm calling it right now- worst rare in the set. Even good limited players will find better bombs at common and uncommon no sweat. Worst. Episode. Ever.
I really do predict this to be our worst rare in set award winner. I'd be happier opening a jar of eyeballs, so I think anything worse is highly unlikely. This card wont just have zero constructed potential, but not be significantly better than a mass of ghouls in a draft.
Julotar Dolmens
Legendary Land (M) T, Tap an untapped creature you control: Add R or G to your mana pool.
Each land you control has trample as long as it's a creature.
Each legendary land you control has double strike as long as it's a creature. The dolmens seal an ancient eruption of power whose reverberations still seep out.
Skybreach, Tree of Growth
Legendary Land (R) T: Add RorG to your mana pool, if you control a creature with power 8 or more, add RR,RG,orGG to your mana pool instead.
Private Mod Note
():
Rollback Post to RevisionRollBack
Now playing
T2 GRMistcutter GrullGR
Modern UGRSelkie GoodstuffUGR BRLavaclaw ComboBR
Thanks to Venser, Shaper Savant for the signature!
"Using only a compass and straightedge, it's impossible to construct friends. The Greeks long suspected this, but it wasn't until April 12th of 1882 that Ferdinand von Lindemann conclusively proved it when he constructed himself the most awesome birthday party possible and nobody showed up." ~Randall Munroe
Gaea's Temple
Legendary Land (R)
Tap a red or green creature you control,:symtap:: Add RG to your mana pool. If that mana is spent on a creature spell, put a +1/+1 counter on that creature and it gains haste until end of turn. Those who know where and how to worship nature can give the greatest of gift.
Hmmm... a mechanical link to the Otaria Planechase card. That's a little trickier.
Riptide Archive
Legendary Land {R}
:symtap:: Add to your mana pool.
:symtap:: Add two mana in any combination of colors to your mana pool. Spend this mana only to cast spells from your graveyard.
Y = Total number of Possible Points (3 * Number of Judges + Additional Points)
You stir in your sleep. Strange dreams disturb your nightly peace. In them, vaguely humanoid shapes obscured as they stand in front of a bright light of indescribable color are addressing you, though language seems not to be used.
They’re Godlike beings beyond space time and blind eternities. You’ve been chosen. You’re to perform a task for them. You need not to know why or what for. Refusal is not even an option. You’ll be transported to a plane and they seem to allow your personal preference to have a say about which. All these and many other less clear ideas form in your head.
You wake up. Your head hurts. You realize immediately you’re not home anymore. You remember choosing a destination, but this doesn’t seem to be exactly it. Slowly, like through parting mists, a thought takes shape in your mind: this IS the place you chose, only thousands of years in the past, at it’s genesis. Apparently you are to shape the history of this place; whether it’s a replica or the real thing, you are left in the dark.
Before you can start pondering your situation, another painful thought pierces your aching mind: You have at your dispositiion the raw powers that will define the future of this plane. You are to give them form, to guide them at the best of your ability. You ignore what’s in it for you, but you have little choice. You don’t want to upset entities that can cause agonizing pain when they’re just trying to be informative.
Your first task as you come to understand it is:
Design a land, with one or more abilities that reflect or adapt the ones in the plane you chose.
Mandatory requirements:
1. It must be legendary
2. it must add mana of one or more colors (that make sense to the abilities of the plane.)
Optional Requirements (meeting each of these will grant you a bonus point at the end of the round if you are at least in a top 3) :
1. It must NOT enter the battlefield tapped
2. It must add more than one mana to your mana pool
The teams
Team Agyrem
Zoomba
Hyral
Mundus
CodGod
Monkey Playing MTG
Rudyard
Vexing Arcanix
ParaSiempre
Rimeshade
Jimmy Groove
Team Murasa
~Aura~
Brofaux
Miccu, Agent of Serra
Piar
Pocketwatch
void_nothing
Ikeda
Paradigm Eighty
Oculus
waynedu
Team Otaria
Eventide Sojourner
TwilightSpark
Prospero314
NotoriusLynx
Phyrexian Editor
Timothy, Mimeslayer
Benjammn
PsiJet
CrustaceanCrusader
Solesticio
Team Feeding Grounds
CrimsonCrossfire
Krey
shadowfuryix
netn9
Twilight Kiwi
Gerrard's Mom
MagicBrains
DeusofCalamity
Lyzl
There's room for ONE late applicant, who'd have to join Team Feeding Grounds.It's come to my attention that the sign ups were up mostly during the weekend, making lots of people miss it. If you want in, shoot me a PM before the submissions round is over and I'll assign you to a team.The round will be open for submissions until Friday August the fifth, then critics will be held between then and the seventh. Good luck everyone and have fun!
Guys, I keep pointing this out, and some of you still miss it: Your card MUST tie mechanically to the plane card you were assigned to, not flavorwise to the actual fictional plane. This is why you were given planechase names and not real plane names, like "Zendikar."
Kalumba, Pool of Life
Legendary Land (R)
T: Add 1 to your mana pool.
T: For each color among creatures that entered the battlefield this turn, add one mana of that color to your battlefield.
Despite the wild growth of the canopy overhead, its waters reflect nothing but the form of those who drink from it.
Legendary Land (R)
2, T: Add :symrg::symrg: to your mana pool.
Creature spells paid for with mana produced by Glyphstone Circle cost 1 less to cast for each of their colors.
"Within the Circle, a sublime clarity of mind can be achieved, closing the gap between the druid and the savagery of nature."
- Okoma, fang druid acolyte
My First (And Probably Only) MCC Perfect Score: December 09 (Round One)
Nak' Ricarah, the Primal Spire
Legendary Land {R}
T: Add one mana of any color among creatures you control.
T, Sacrifice a creature: Add X mana of the sacrificed creature's color to your mana pool, where X is the sacrificed creature's converted mana cost.
"It feeds off of surrounding creatures, and yet it seems in balance with it's surroundings... it's almost as if it were alive."
Take a mechanic from the pre-mirrodin era, and a mechanic after the mirrodin era, and create a card that flavorfully melds both mechanics.
Kalara the Stoneheart
Legendary Land Creature - Elemental {R}
(Kalara the Stoneheart isn't a spell and is affected by summoning sickness.)
,T:Add RG to your mana pool. Put a +1/+1 counter on Kalara the Stoneheart.
Kalara was the first true god zendikar's people knew. Murasa's spires now mark her tomb, her words still said to be howled by the Roil.
0/1
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
That's me in the picture, too
Temple of Ancient Dreams
Legendary Land (M)
:symtap:: Add to your mana pool for each +1/+1 counter on a red creature you control.
:symtap:: Add to your mana pool for each +1/+1 counter on a green creature you control.
In this land, one philosophy rules: power begets power. The land itself is not unaware of this fact.
Torn between making this card mythic and look at all +1/+1 counters on creatures of a specific color, and making it rare and look at the counters on a single creature of a specific color.
This is for me more than it is for anyone else. I sucks at colors.
Idea in progress:
Valley of the Ancient Mists
Legendary Land M
:symtap:: add two mana of any color to your mana pool. Spend this mana only to cast creature spells.
Lands that are creatures have hexproof.
The mists obscure all, allowing only the worthy to view its hidden treasures
Standard
:symr::symg: Titans of Valakut :symg::symr:
:symw::symu: Venser Control :symu::symw:
EDH
:symg::symw::symu: Rafiq of the Many :symu::symw::symg:
Kal Sanda, the Primordial
Legendary Land (MR)
T: Add RG to your mana pool. Activate this ability only when you control a Mountain and a Forest.
2,T: Search your library for a Mountain or Forest card and put that card onto the battlefield tapped. Then shuffle your library.
Currently Playing:
Standard: Bant Tokens / Jeskai Tutelage
Modern: Temur Twin / GR Tron
Legacy: Miracles / Grixis Delver
Tomb of The First
Legendary Land
T, Exile a creature card from your graveyard: Add BB to your mana pool.
The Cabal's hunger for bloodshed extended well beyond its reign.
The Vale of Twilight
Legendary Land
T: Add W to your mana pool if your life total is even. Add B to your mana pool if your life total is odd.
1, T: Add WW to your mana pool if you gained life this turn. Add BB to your mana pool if you lost life this turn.
Legendary Land
T: Add W to your mana pool.
Whenever a creature you control dies, put a spirit counter on Agyrem, City of Ghosts.
WW, T, Remove X spirit counters from Agyrem, City of Ghosts: Return target creature with converted mana cost X from your graveyard to your hand. If that creature is white, you may put it onto the battlefield instead.
Amazing banners made by Brofaux.
Yorem, Tomb of the Guildmasters
Legendary Land {R}
Yorem, Tomb of the Guildmasters enters the battlefield tapped unless there is a creature card in your graveyard.
T: Add W or B to your mana pool.
Haunt (When this card is put into a graveyard from the battlefield, exile it haunting target creature.)
The card Yorem, Tomb of the Guildmasters is haunting gains “T: Add WW, WB, or BB to your mana pool.”
Kakanga's Ward
Legendary Land Creature -- Elemental (R)
Kakanga's Ward is red and green.
Kakanga's Ward enters the battlefield with a +1/+1 counter on it for each land you control.
T, remove a +1/+1 counter from Kakanga's Ward: Add RG to your mana pool.
0/0
Karona's Fall
Legendary Land (R)
At the beginning of each player's upkeep, that player untaps Karona's Fall and gains control of it.
:symtap:: Add one mana of any color to your mana pool. Search your library for a card and put it into your graveyard. Shuffle your library.
Asarum, Elven Hold
Legendary Land {R}
When Asarum, Elven Hold enters the battlefield, put a 1/1 green elf creature token onto the battlefield.
Tap any number of elves, :symtap:: Add to your mana pool for each elf tapped this way.
"Though we may be a youthful race, we have bonded with the earth and wood like none others" - Murasan Elf
Multicolored millcards in something other than dimir.
Sangoma Ossuary
Legendary Land
When Sangoma Ossuary enters the battlefield, put the top three cards into your graveyard.
T: Add 2 of any color to your mana pool. Use this mana to cast spells from your graveyard.
The Living Spire
Legendary Land (R)
Landfall - Whenever another land enters the battlefield under your control, The Living Spire becomes a 3/3 green Plant creature until end of turn. Its still a land.
T: Add G to your mana pool.
3GGG,T, Sacrifice The Living Spire: Lands you control are 3/3 green Plant creatures until end of turn. They're still lands.
The Living Spire and the Grindstone Crucible
Hedron-shaped caverns in the side of the Living Spire draw great draughts of air like a breathing thing. Titanic hovering vines whorl from the surface of the plant-shrouded Spire through the center of these stone throats until they reach the chamber of the Grindstone Crucible. There they encompass the Crucible in a spherical latticework of life. The Crucible itself is a thundering mass of huge, rune-covered boulders and shards of rock compacted together and grinding rapidly—sure death to any creature that comes close. The Crucible is a font of wild mana, but to draw on its strength one must stand on the latticework or between it and the Crucible. Yet when the air is drawn into the chamber it is sucked into the Grindstone Crucible with hurricane force, taking with it pieces of the latticework. When the air is not being sucked in, the vines grow, thrash, and writhe, struggling to encompass the Crucible before its next inhalation. The cause of this inhalation and the purpose of the Crucible are unknown.
Ndoba, Pillar of the Sky
Legendary Land
Ndoba, Pillar of the Sky doesn't untap during your untap step.
t: Add G to your mana pool.
Landfall - Whenever a land enters the battlefield under your control, untap Ndoba, Pillar of the Sky.
Yes, Murasa, as well as the other "planes" are in fact regions of their respective overarching plane. I.E.
Agyrem -> Ravnica
Feeding Grounds -> Muraganda
Murasa -> Zendikar
Otaria -> Domanaria
Lol. Nice.
Take a mechanic from the pre-mirrodin era, and a mechanic after the mirrodin era, and create a card that flavorfully melds both mechanics.
Julotar Dolmens
Legendary Land (M)
T, Tap an untapped creature you control: Add R or G to your mana pool.
Each land you control has trample as long as it's a creature.
Each legendary land you control has double strike as long as it's a creature.
The dolmens seal an ancient eruption of power whose reverberations still seep out.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Hmmmm.
Legendary Land (R)
T: Add RorG to your mana pool, if you control a creature with power 8 or more, add RR,RG,orGG to your mana pool instead.
T2
GRMistcutter GrullGR
Modern
UGRSelkie GoodstuffUGR
BRLavaclaw ComboBR
Thanks to Venser, Shaper Savant for the signature!
Heart of Krosa
Legendary Land (r)
T, Untap target basic forest: Add G to your mana pool.
Flavor text placeholder.
Gaea's Temple
Legendary Land (R)
Tap a red or green creature you control,:symtap:: Add RG to your mana pool. If that mana is spent on a creature spell, put a +1/+1 counter on that creature and it gains haste until end of turn.
Those who know where and how to worship nature can give the greatest of gift.
Hmmm... a mechanical link to the Otaria Planechase card. That's a little trickier.
Riptide Archive
Legendary Land {R}
:symtap:: Add to your mana pool.
:symtap:: Add two mana in any combination of colors to your mana pool. Spend this mana only to cast spells from your graveyard.