Hello, and welcome to May's Club Flamingo game! This month will be yet another month of innovation; players will not compete against each other, but with each other, to explore and ultimately defeat the dastardly death trap known as the Labyrinth!
The Underworld Cookery
It is one of the greatest tomes of legend, sought after both in the spacious halls of the grandest palaces and the darkest back alleys. A work of infamous ingenuity, inspiring both awe and revulsion. The secrets of this book are so profound that even the most powerful mages struggle simply to recall the author's name. Yes, it is the Underworld Cookbookby Asmoranomardicadaistinaculdacar that has led you here today. With the assistance of your trusted comrades and a bit of luck, you have not only come across a purported copy of the famed culinary guide, you have also managed to decode a complex puzzle seeded in its pages, a riddle in the recipes, that revealed a map to this location. In a remote corner of the Burning Isles, you have located the entrance to what you believe is the final stronghold of Asmoranomardicadaistinaculdacarhimself, the Underworld Cookery. And if your calculations are correct, somewhere down these dark stone steps, littered with rusted forks and human remains, lie the secrets to The Most Delicious Recipe Ever Conceived...
The Rules
Your journey will proceed in rounds, with a chamber associated with each round. Rounds will proceed as follows:
Before anything happens, the host will present the challenge to you. This will tell you the game state you need to solve in order to open the door to the next chamber. Build your strategy for tackling this room, and...
...Design a card — Each member of your team will design and submit a card, subject to the restrictions of their chosen class. Along with this, submit how you plan on using these cards to solve the level. Note that each of you has to play a card in a chamber.
From there, your host will post three scores - your individual scores (out of 10; this represents the cards themselves), your teamwork bonus (out of 3; this represents the synergy between your cards), and any secret bonus points you earned that round (more on that later). Due to the fast-paced of this contest, we won't be able to give much more feedback than that, but if you really want to hear our thoughts about a certain card PM us about it (or post on the main CCC forum - that's what it's for)! Rest assured your score will be fair; four of the brightest CCC minds, three of which are veteran MCC judges, will be behind it.
If your cards solve the room and your team score (average score of entries+teamwork bonus) is greater than or equal to the room's par, each of you will be awarded your player score (your card's score+teamwork bonus+secret bonuses), and move on to the next level. A word of warning: The Labyrinth runs on the souls of failed questants. I hear subpar mages make particularly good fuel.
Rumor has it the Labyrinth has a mind of its own, and as more explored rooms become frequented, subtle changes may take place throughout the contest. Do your research, but stay on your toes!
A quick reminder of what your roles are:
Druid - You can only design creatures and lands.
Auramancer/Artificer - You can only design noncreature artifacts and enchantments.
Warlock - You can only design instants and sorceries.
Taskmage - You can only design spells with converted mana cost 2 or less.
Timing
There is a lot to do, a lot of people wanting to do it, and only a month to do it all in. This is part of the reason we have four hosts this month. Try to keep the rounds moving in roughly a 24-hour rhythm; it'll be hard, being a team contest and all, but the faster we go the more people will be able to compete, and near the end of the month, when the initial rush to get in has worn off, we can relax this a bit as well.
If a particular player is holding up a thread, we will give them a warning and the team can move forward with them (they will play for that player that round and they will miss any opportunity to design a card). This is entirely the host's call. The second time this happens in the same game, that player will be modkilled. This way, the team will still be able to move forward instead of completely stalling.
Solving a Level
Passing a Level — When in doubt, assume this works like a simplified game of Magic. The challenges will be given in terms of game states, and a level is considered solved when a.) players, if they were vanilla 0/1 creatures, could attack and not be blocked (making it through the door), and b.) any additional round requirements are resolved. Whether the host uses one or both of these in their challenges is up to them.
Resources — At the start of your run your opponent will give you a collective mana pool to share. This will be the only mana available to you all the whole run, so use it wisely. Unless otherwise specified, you start with 5 life each, no cards in your library and the cards you designed this round in your hand.
Turn Advancement — Each chamber starts on the Labyrinth's turn unless otherwise specified. After that, turns proceed normally, with all players playing at the same time. The only exception is that you have no draw step.
Hidden Bonuses — Each chamber may or may not have a secret bonus to be unlocked. It's up to you to find out what it is, and the host will PM you if you hit on one of these (so as not to spoil the surprise for anyone else). The rewards will usually be a few extra points, but there have been stories of other, more immediately useful items being unearthed this way.
Keep your wits about you, and unfathomable delicacies await...
Welcome to the Underworld Cookery! You'll see this post every day or so as an update to how much mana and life you have, as well as your scores:
Team Tropesalot
Mana Available: 20WWWWWWWUUUUUUUBBBBBBBRRRRRRRGGGGGGG
Random_Nation(Druid) — 5 life — 0
Flabort(Artificer/Auramancer) — 5 life — 0
Atrius(Warlock) — 5 life — 0
Jwanders(Taskmage) — 5 life — 0
You proceed down the stone steps, with only your torches against the darkness. The sulfurous smells of the volcanic landscape outside fade with surprising speed, replaced by a barrage of varied smells; dark stains on the wall with a fishy smell, tufts of lemongrass charred with hellfire, even cloudy chunks of brown ore protruding from the walls that reek of cinnamon. Finally, the torches flutter as a light breeze stirs the stagnant, fragrant air, and the stairs twist about into a spiral descent to a stone floor. Coming out into the chamber, you find four identical doors, open arches with stone carvings of a crossed fork and knife above each one. They lead out in the four cardinal directions from this room, but it is too dark to tell what might lie beyond each one. One of your members takes a few steps forward, but you sense a magic in the doorways, and caution him to hold still. The devious Asmoranomardicadaistinaculdacar is not likely to have left his tomb without protective traps.
Find the correct door and proceed without any of your members dying. (Each door is considered a different player with one card in hand. Three of the doors hold Pitfall Traps that will be cast on anyone approaching them. Remember, you are each 0/1 creatures. The doors take no other action, but you each only have one card to cast this round.)
Let me further clarify a bit (sorry, work in progress):
Exploring each doorway takes a turn (you pass through and discover that three of them lead to dead ends). Coming back to the main room will require another turn, and require you to pass through the door again. In other words, Atrius's card will let you check out each door, but you will need assistance to get back and report safely.
If you haven't gathered yet, it is best that each individual player submit a card every round, since this is how you get points in this competition.
Probing Wand3
Artifact (Uncommon) T: Look at the top card of target player's library. ,T, Sacrifice Probing Wand: Look at target player's hand.
Edit: I don't know about you, but I think that if our druid and taskmage provide some mana source cards this turn, we wouldn't have to worry as much about limited resources.
Edit2: to use less mana, reduced the cost. still pretty costly, still might not cost enough for the effects. not going to use the first effect - just the second.
That clears one door.
Edit 3: submitted a different card, below.
(I might be missing something, but wouldn't this be rather useful?)
Prise KnowledgeXU
Sorcery (C)
Each player reveals X cards from his or her hand.
Draw a card.
Jwanders card solves the puzzle, 1 card. Ouch.
But we can still work on synergizing with that card, to safely get a team score up to par, and personal scores. Save that card for later, Atrius, I have an idea (gonna edit my old one into a spoiler).
Circle of Empowerment1(R/U)
Enchantment (U)
Whenever you cast a card with an X cost, increase X by 1.
Create another X card, to synergize with this.
Random Nation, create an ability that triggers when a card is revealed from the hand, that increases the usefulness, or is more useful, with the second X card.
This way, we solve the puzzle, get high scores, and a good team score.
By revealing their hands, which consist of 1 card total (EACH player, AKA door, reveals 1 card, AKA their hand), we know which have Pitfalls, and the one that doesn't - and we know what's in the fourth.
So we can cast our cards, and then attack the one we know doesn't have a pit fall. So...
OK, now we need Random Nation's card. Can our druid do something that takes advantage of revealed cards and hexproof?
Why have us open potentially dangerous doors, when we can get other creatures to do it?
Thoughtform Legion2U
Creature- Illusion Solider (U)
Whenever a card is revealed from your hand, put a 2/2 blue Illusion creature token onto the battlefield.
0/1
Ok, well that's one from everybody. Grading soon. Btw, I would really rather do the switch about an hour earlier or possibly the following morning. I realize this is a tight deadline, if you can make it within 23 hours of this post I would be grateful.
By the way guys you need to tell me what order these are cast in and what the targets and variables and what not are.
Reflective MistX1U
Instant (C)
X target creatures gain hexproof until end of turn.
Sure, this seems possibly printable. Could use a little flavor development, and I don't know if it would end up at common, both since X spells aren't too common and since it is rarely useful to protect multiple guys from being targeted at the same time.
6/10.
Prise KnowledgeXU
Sorcery (C)
Each player reveals X cards from his or her hand.
Draw a card.
I think this has a better chance as a common X spell, being conceivably useful for X, although it is a pretty terrible value for the mana. I see no reason this couldn't just be opponents, especially in relation to Telepathy.
7/10
Circle of Empowerment1(R/U)
Enchantment (U)
Whenever you cast a card with an X cost, increase X by 1.
I'm not 100% sure on this wording, but it is certainly creative. Red I can see for sure, blue is a little more nebulous but it does have some iconic X spells like Stroke of Genius. This effect should probably be rare like Rosheen Meanderer, but maybe it could get by at uncommon bumping only one.
7/10
Thoughtform Legion2U
Creature- Illusion Solider (U)
Whenever a card is revealed from your hand, put a 2/2 blue Illusion creature token onto the battlefield.
0/1
I think this is probably way too good, and also confusing. What happens if you have a permanent hand revealing effect, or if you "accidentally" reveal cards from your hand? My suggested fix would be for revealing to be a cost that could only be paid once per card (once it is revealed it stays that way). That wouldn't trigger like you want it to though. Anyway, I guess it is hard to think of fantastic ways to exploit this at the moment, but the balance worries me.
5/10
This is the only time I am going to do this for anyone, but I will assume you put these cards out in the best possible order for you, which is enchantment, then creature, then I guess you cast the mists for 3 to hexproof yourselves, then cast Prise Knowledge for X=0 to reveal all the hands. Since Random_Nation has no other cards in his hand, no Illusions are generated. I will take red for the hybrid.
In future rounds, you need to specify all targets, what choices are being made (value of X, how to pay for hybrid), and what order you play things and so on. This can be done by a leader or the last person who posts or whatever, just figure it out please.
There was at least an attempt to connect all your cards, although some were redundant for the challenge. Teamwork bonus this round is 1/3, please feel free to communicate more so that you can up this in future rounds.
You used 7UUUR by my calculations.
Team Tropesalot
Mana Available: 13WWWWWWWUUUUBBBBBBBRRRRRRGGGGGGG
Random_Nation(Druid) — 5 life — 6
Flabort(Artificer/Auramancer) — 5 life — 8
Atrius(Warlock) — 5 life — 7
Jwanders(Taskmage) — 5 life — 8
Working together, you quickly assemble a magical means of perceiving which door is safe. It turns out to be the door to the west, so you proceed through it cautiously, shrouded in the mists that Atrius has summoned. The stone passage twists and turns, until finally you see a light ahead. You emerge into a chamber several dozen paces long, with a basin the width of the room laid out before stone doors at the other end. The five-armed spiral pattern etched into the basin reminds you of a symbol in The Underworld Cookbook, so you flip to that page in the preface.The passage describes the importance of travel and worldly experience to the master chef, stating that:
"The best ingredients can only be found by traveling the world: grain freshly harvested by Kithkin hands, sweet hornberries from the depths of the forest, the frothy brine left in the wake of a passing kraken, the hearts of lava elementals, and the poisonous reeds that grow from corpses drowned in the swamps."
You deduce what has to be done. To gain entrance to the next room, you must mix the energies of the five colors of mana.
Achieve Domain (control one of each basic land type)in one turn, then use the mana from those lands to cast a spell for WUBRG.
(You can tap any lands created or played this turn for mana used only to cast the five-color spell. Assume that a library with any number of all basic lands is available for your use.)
Holder. I could do a land search card... Will get thoughts on this first.
Idea 1:
Expand the Horizons3GG
Sorcery [u]
For each basic land type among lands you control, search your librabry for a card that shares that land type and put it onto the battlefield.
I could create an artifact that counts as a basic land for purposes of targeting or other effects that affect basic lands - would that work?
I also just realized, there are "artifact lands", such as Darksteel Citadel, or Great Furnace. I can still therefor design lands, too, such as search lands.
So if that's 3 search effects, we need 2 more - possibly jwanders could design a card that triggers when a library is searched. Or he could make a search card, and one of us could make the trigger card.
Edit: we need 5 search effects in 3 cards, and we need our fourth to be the WUBRG spell. That's not good.
Edit 2:
"~ counts as each basic land type, and may be targeted as such. (Effects that trigger when a basic land enters the battlefield, or that count lands of certain types, can be triggered by or count this card.)"
I'd say... tap for any mana, and CMC 4? Before I actually make it a card, ye or nay?
"~ counts as each basic land type, and may be targeted as such. (Effects that trigger when a basic land enters the battlefield, or that count lands of certain types, can be triggered by or count this card.)"
I'd say... tap for any mana, and CMC 4? Before I actually make it a card, ye or nay?
I say ye, so that way we won't to worry about what lands are searched for because we can convert them however.
Speaking of which, in my above post you'll see two ideas,
1: A creature that pulls out a chunk of forests (which if flabort makes his converter artifact can take care of three of our lands needed)
2: a land that allows us to play any number oif additional lands (in case our domain spell was going to be another land search card, so we could replenish our mana pool a bit)
Recursive Globe4
Artifact (Rare)
Recursive Globe is a land while on the battlefield that possesses each basic land type, in addition to its other types. T: Add a mana of any color to your mana pool. Detailed on its surface is every rock and pebble, every cloud and tree, every living creature, and even itself.
So then we need an effect to get our 5 mana. This provides 1 mana of any color, so we either need to untap it 4 times, or we need more mana. We also need our domain spell.
@Random: The challenge is to achieve domain and cast WUBRG in one turn, so Nightshade Tender will still be sick and not able to tap.
I was wondering about something like this:
Goblin MarchRG
Sorcery (U)
Search your library for up to two land cards and put them onto the battlefield. Sacrifice those lands at the beginning of the next end step. Tracking Goblins requires only moderately good eye-sight and a worse sense of smell.
Which gets us two land types and two mana, but that's kind of redundant with Flabort's globe that already has all land types.
Hello, and welcome to May's Club Flamingo game! This month will be yet another month of innovation; players will not compete against each other, but with each other, to explore and ultimately defeat the dastardly death trap known as the Labyrinth!
It is one of the greatest tomes of legend, sought after both in the spacious halls of the grandest palaces and the darkest back alleys. A work of infamous ingenuity, inspiring both awe and revulsion. The secrets of this book are so profound that even the most powerful mages struggle simply to recall the author's name. Yes, it is the Underworld Cookbook by Asmoranomardicadaistinaculdacar that has led you here today. With the assistance of your trusted comrades and a bit of luck, you have not only come across a purported copy of the famed culinary guide, you have also managed to decode a complex puzzle seeded in its pages, a riddle in the recipes, that revealed a map to this location. In a remote corner of the Burning Isles, you have located the entrance to what you believe is the final stronghold of Asmoranomardicadaistinaculdacar himself, the Underworld Cookery. And if your calculations are correct, somewhere down these dark stone steps, littered with rusted forks and human remains, lie the secrets to The Most Delicious Recipe Ever Conceived...
The Rules
Your journey will proceed in rounds, with a chamber associated with each round. Rounds will proceed as follows:
A quick reminder of what your roles are:
There is a lot to do, a lot of people wanting to do it, and only a month to do it all in. This is part of the reason we have four hosts this month. Try to keep the rounds moving in roughly a 24-hour rhythm; it'll be hard, being a team contest and all, but the faster we go the more people will be able to compete, and near the end of the month, when the initial rush to get in has worn off, we can relax this a bit as well.
If a particular player is holding up a thread, we will give them a warning and the team can move forward with them (they will play for that player that round and they will miss any opportunity to design a card). This is entirely the host's call. The second time this happens in the same game, that player will be modkilled. This way, the team will still be able to move forward instead of completely stalling.
Solving a Level
Team Tropesalot
Mana Available: 20WWWWWWWUUUUUUUBBBBBBBRRRRRRRGGGGGGG
Random_Nation(Druid) — 5 life — 0
Flabort(Artificer/Auramancer) — 5 life — 0
Atrius(Warlock) — 5 life — 0
Jwanders(Taskmage) — 5 life — 0
Team Results
FLOOR ONE: __
PAR 5
Do You Have a Reservation?
You proceed down the stone steps, with only your torches against the darkness. The sulfurous smells of the volcanic landscape outside fade with surprising speed, replaced by a barrage of varied smells; dark stains on the wall with a fishy smell, tufts of lemongrass charred with hellfire, even cloudy chunks of brown ore protruding from the walls that reek of cinnamon. Finally, the torches flutter as a light breeze stirs the stagnant, fragrant air, and the stairs twist about into a spiral descent to a stone floor. Coming out into the chamber, you find four identical doors, open arches with stone carvings of a crossed fork and knife above each one. They lead out in the four cardinal directions from this room, but it is too dark to tell what might lie beyond each one. One of your members takes a few steps forward, but you sense a magic in the doorways, and caution him to hold still. The devious Asmoranomardicadaistinaculdacar is not likely to have left his tomb without protective traps.
Find the correct door and proceed without any of your members dying.
(Each door is considered a different player with one card in hand. Three of the doors hold Pitfall Traps that will be cast on anyone approaching them. Remember, you are each 0/1 creatures. The doors take no other action, but you each only have one card to cast this round.)
Graceful Skip 2U
Sorcery [u]
Creatures you control gain flying until end of turn.
[u]New Submission[/u]
Reflective Mist X1U
Instant (C)
X target creatures gain hexproof until end of turn.
That should make us illegal targets for the Pitfull Traps
Atrius' Posts 1W
Instant
You win target thread. If you aren't Atrius, Atrius wins that thread instead.
"Wait, can you actually win a thread?" - Atrius.
Exploring each doorway takes a turn (you pass through and discover that three of them lead to dead ends). Coming back to the main room will require another turn, and require you to pass through the door again. In other words, Atrius's card will let you check out each door, but you will need assistance to get back and report safely.
If you haven't gathered yet, it is best that each individual player submit a card every round, since this is how you get points in this competition.
Also, Atrius I will be grading on rarity as well.
Artifact (Uncommon)
T: Look at the top card of target player's library.
,T, Sacrifice Probing Wand: Look at target player's hand.
Edit: I don't know about you, but I think that if our druid and taskmage provide some mana source cards this turn, we wouldn't have to worry as much about limited resources.
Edit2: to use less mana, reduced the cost. still pretty costly, still might not cost enough for the effects. not going to use the first effect - just the second.
That clears one door.
Edit 3: submitted a different card, below.
Ashamed of posts from years ago.
Prise Knowledge XU
Sorcery (C)
Each player reveals X cards from his or her hand.
Draw a card.
Two doors down, two to go. Still think flying is needed?
Atrius' Posts 1W
Instant
You win target thread. If you aren't Atrius, Atrius wins that thread instead.
"Wait, can you actually win a thread?" - Atrius.
But we can still work on synergizing with that card, to safely get a team score up to par, and personal scores. Save that card for later, Atrius, I have an idea (gonna edit my old one into a spoiler).
Circle of Empowerment 1(R/U)
Enchantment (U)
Whenever you cast a card with an X cost, increase X by 1.
Create another X card, to synergize with this.
Random Nation, create an ability that triggers when a card is revealed from the hand, that increases the usefulness, or is more useful, with the second X card.
This way, we solve the puzzle, get high scores, and a good team score.
Ashamed of posts from years ago.
Giving us hexproof instead of flying. (New submission added to my OP)
Atrius' Posts 1W
Instant
You win target thread. If you aren't Atrius, Atrius wins that thread instead.
"Wait, can you actually win a thread?" - Atrius.
So we can cast our cards, and then attack the one we know doesn't have a pit fall. So...
OK, now we need Random Nation's card. Can our druid do something that takes advantage of revealed cards and hexproof?
Ashamed of posts from years ago.
Atrius' Posts 1W
Instant
You win target thread. If you aren't Atrius, Atrius wins that thread instead.
"Wait, can you actually win a thread?" - Atrius.
Thoughtform Legion 2U
Creature- Illusion Solider (U)
Whenever a card is revealed from your hand, put a 2/2 blue Illusion creature token onto the battlefield.
0/1
The Anabyn
Stay Hungry My Friends....
By the way guys you need to tell me what order these are cast in and what the targets and variables and what not are.
Sure, this seems possibly printable. Could use a little flavor development, and I don't know if it would end up at common, both since X spells aren't too common and since it is rarely useful to protect multiple guys from being targeted at the same time.
6/10.
I think this has a better chance as a common X spell, being conceivably useful for X, although it is a pretty terrible value for the mana. I see no reason this couldn't just be opponents, especially in relation to Telepathy.
7/10
I'm not 100% sure on this wording, but it is certainly creative. Red I can see for sure, blue is a little more nebulous but it does have some iconic X spells like Stroke of Genius. This effect should probably be rare like Rosheen Meanderer, but maybe it could get by at uncommon bumping only one.
7/10
I think this is probably way too good, and also confusing. What happens if you have a permanent hand revealing effect, or if you "accidentally" reveal cards from your hand? My suggested fix would be for revealing to be a cost that could only be paid once per card (once it is revealed it stays that way). That wouldn't trigger like you want it to though. Anyway, I guess it is hard to think of fantastic ways to exploit this at the moment, but the balance worries me.
5/10
This is the only time I am going to do this for anyone, but I will assume you put these cards out in the best possible order for you, which is enchantment, then creature, then I guess you cast the mists for 3 to hexproof yourselves, then cast Prise Knowledge for X=0 to reveal all the hands. Since Random_Nation has no other cards in his hand, no Illusions are generated. I will take red for the hybrid.
In future rounds, you need to specify all targets, what choices are being made (value of X, how to pay for hybrid), and what order you play things and so on. This can be done by a leader or the last person who posts or whatever, just figure it out please.
There was at least an attempt to connect all your cards, although some were redundant for the challenge. Teamwork bonus this round is 1/3, please feel free to communicate more so that you can up this in future rounds.
You used 7UUUR by my calculations.
Team Tropesalot
Mana Available: 13WWWWWWWUUUUBBBBBBBRRRRRRGGGGGGG
Random_Nation(Druid) — 5 life — 6
Flabort(Artificer/Auramancer) — 5 life — 8
Atrius(Warlock) — 5 life — 7
Jwanders(Taskmage) — 5 life — 8
Team Results
FLOOR ONE: 7.25 PASS
PAR 6
Hors d'Oeuvres
Working together, you quickly assemble a magical means of perceiving which door is safe. It turns out to be the door to the west, so you proceed through it cautiously, shrouded in the mists that Atrius has summoned. The stone passage twists and turns, until finally you see a light ahead. You emerge into a chamber several dozen paces long, with a basin the width of the room laid out before stone doors at the other end. The five-armed spiral pattern etched into the basin reminds you of a symbol in The Underworld Cookbook, so you flip to that page in the preface. The passage describes the importance of travel and worldly experience to the master chef, stating that:
"The best ingredients can only be found by traveling the world: grain freshly harvested by Kithkin hands, sweet hornberries from the depths of the forest, the frothy brine left in the wake of a passing kraken, the hearts of lava elementals, and the poisonous reeds that grow from corpses drowned in the swamps."
You deduce what has to be done. To gain entrance to the next room, you must mix the energies of the five colors of mana.
Achieve Domain (control one of each basic land type) in one turn, then use the mana from those lands to cast a spell for WUBRG.
(You can tap any lands created or played this turn for mana used only to cast the five-color spell. Assume that a library with any number of all basic lands is available for your use.)
Idea 1:
Expand the Horizons 3GG
Sorcery [u]
For each basic land type among lands you control, search your librabry for a card that shares that land type and put it onto the battlefield.
Atrius' Posts 1W
Instant
You win target thread. If you aren't Atrius, Atrius wins that thread instead.
"Wait, can you actually win a thread?" - Atrius.
Land search creature
Idea
Land
Idea
Overflow Spring
Land (R)
t: Add 1 to your mana pool.
2UB, t: You may play any number of additional lands this turn.
The Anabyn
Stay Hungry My Friends....
I also just realized, there are "artifact lands", such as Darksteel Citadel, or Great Furnace. I can still therefor design lands, too, such as search lands.
So if that's 3 search effects, we need 2 more - possibly jwanders could design a card that triggers when a library is searched. Or he could make a search card, and one of us could make the trigger card.
Edit: we need 5 search effects in 3 cards, and we need our fourth to be the WUBRG spell. That's not good.
Edit 2:
"~ counts as each basic land type, and may be targeted as such. (Effects that trigger when a basic land enters the battlefield, or that count lands of certain types, can be triggered by or count this card.)"
I'd say... tap for any mana, and CMC 4? Before I actually make it a card, ye or nay?
Ashamed of posts from years ago.
I say ye, so that way we won't to worry about what lands are searched for because we can convert them however.
Speaking of which, in my above post you'll see two ideas,
1: A creature that pulls out a chunk of forests (which if flabort makes his converter artifact can take care of three of our lands needed)
2: a land that allows us to play any number oif additional lands (in case our domain spell was going to be another land search card, so we could replenish our mana pool a bit)
Let me know what you think
The Anabyn
Stay Hungry My Friends....
Artifact (Rare)
Recursive Globe is a land while on the battlefield that possesses each basic land type, in addition to its other types.
T: Add a mana of any color to your mana pool.
Detailed on its surface is every rock and pebble, every cloud and tree, every living creature, and even itself.
If this is the artifact we choose to use?
Ashamed of posts from years ago.
Nightshade Tender 2
Creature-Elf Druid (U)
t, AddGB to your mana pool.
Even the deadliest plants can be have value if tended properly.
1/2
Combined with Flabort's artifact that gives us 3 out of 5 mana needed.
The Anabyn
Stay Hungry My Friends....
I was wondering about something like this:
Goblin March RG
Sorcery (U)
Search your library for up to two land cards and put them onto the battlefield. Sacrifice those lands at the beginning of the next end step.
Tracking Goblins requires only moderately good eye-sight and a worse sense of smell.
Which gets us two land types and two mana, but that's kind of redundant with Flabort's globe that already has all land types.
More thought required...
Let me know if you prefer me to do the five-color spell.
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