Remember, everything is subject to change! No mechanic is in its final form. Abilities can be tweaked and costs and numbers can be changed. Vote for the concept you like the best, not based on power level or balance.
Here they are:
Landfall Manland
A landfall manland was suggested and multiple different versions were submitted, but none got the two thumbs to make it to the poll, so I'm lumping them all together. If you like the idea of a landfall manland, vote for this!
(For reference, a Landfall Manland would be a land that turns into a creature when another land enters the battlefield under your control.)
Whenever ~ enters the battlefield, you may search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library. Landfall - Whenever a land enters the battlefield under your control, return ~ to its owner's hand.
NOTE: This submission is functionally similar to another entry.
T, Sacrifice ~: Search your library for a basic land card, and put that card into your hand. Then shuffle your library.
Landfall - Whenever a land enters the battlefield under your control, you may return [Landname] from your graveyard to the battlefield.
Because they're so similar, I'm going to consider them one entry. We can decide between the two if they make it to the next round.
~ enters the battlefield tapped. T: Add 1 to your mana pool. Landfall - T Add one mana of any color to your mana pool. Activate this ability only if a land entered the battlefield under your control this turn.
Landfall - Whenever a land enters the battlefield under your control, add one mana of any color to your mana pool.
~ enters the battlefield tapped. T: Add 1 to your mana pool. T: Exile ~, then return it to the battlefield under its owner's control.
T: Add 1 to your mana pool. T, Sacrifice ~: Counter target activated ability from a land. Destroy that land. (Mana abilities can't be targeted.)
T: Add 1 to your mana pool. Landfall - 2U,T:Return target creature to its owner's hand. Activate this ability only if a land entered the battlefield under your control this turn.
NOTE: As with all other submissions, the activation cost is not final.
T: Return target land to its owner's hand, then return ~ to its owner's hand.
T: Add 1 to your mana pool. Landfall - Whenever a land enters the battlefield under your control, you may put a quest counter on ~.
Remove three quest counters from ~ and sacrifice it: search your library for a land card and put that card onto the battlefield, then shuffle your library.
~ enters the battlefield tapped. T: Add 1 to your mana pool. Landfall - Whenever a land enters the battlefield under your control, put a 0/1 colorless Eldrazi Spawn creature token onto the battlefield. It has "Sacrifice this creature: Add 1 to your mana pool."
~ enters the battlefield tapped and doesn't untap during its controller's untap step. T: Add one mana of any color to your mana pool. Landfall - Whenever a land enter the battlefield under your control, untap ~.
Help us out by posting! YMTCs always come out better with more discussion, so make sure to post your opinions and ideas in the thread before and/or after you vote!
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"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
I should really allow you to search for N lands, possibly more than one, it seems worse than Evolving Wilds as is. I understand it can get nonbasics, but it still seems bad. Maybe if it didn't sacrifice.
Clarification needed - Lands with landfall do trigger themselves, right? Wouldn't K untap itself, for example?
depends on how we word the ability, having the word 'landfall' on a card literally does nothing mechanically, it's just to let players know that this fall into a category of mechanics that are relevant to this set. "Whenever a land enters the battlefield under your control" is ambiguous, and I don't think triggers itself, but I'm not positive. "Whenever ~ or another land enters the battlefield under your control" means that it would trigger on itself much like allies. "Whenever another land enters the battlefield under your control" is probably what most of the cards we're looking at want to use, and mechanically i think is identical to the first option, but more clear, and probably would be the version used by WotC between the two.
I should really allow you to search for N lands, possibly more than one, it seems worse than Evolving Wilds as is. I understand it can get nonbasics, but it still seems bad. Maybe if it didn't sacrifice.
Clarification needed - Lands with landfall do trigger themselves, right? Wouldn't K untap itself, for example?
Those are possible changes, again focus mostly on the concept (the quest counters to fetch a land) and the details can be sorted out later.
Lands would trigger their own landfall abilities.
Quote from Magic Comp. Rules »
603.6a Enters-the-battlefield abilities trigger when a permanent enters the battlefield. These are written, "When [this object] enters the battlefield, ..." or "Whenever a [type] enters the battlefield, ..." Each time an event puts one or more permanents onto the battlefield, all permanents on the battlefield (including the newcomers) are checked for any enters-the-battlefield triggers that match the event.
If a land with landfall enters the battlefield, it's checked for any triggered abilities, which would subsequently trigger by it entering the battlefield itself.
(Cards like Allies that say "when ~ or another ally" are redundant in order to clear up any confusion. It's possible we should word our cards in a similar fashion to avoid similar confusion.)
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"In the beginning, MTG Salvation switched to a new forum format.
This has made a lot of people very angry and been widely regarded as a bad move."
It was at that moment that I realized: I'm kinda just making these things up. We can just write the rules the way we want them to work. People will have fun, and people will get it.
While I voted for Mechanic C because it's elegant, I think that Mechanic A would provide a more fun card to play and build. If Mechanic C gets picked, what's left to determine but the name and art?
also, not really sure why option c needs to ETB tapped.
Because it would be even more broken. Colored mana of your choose in early turns isn't done for a long time without restrictions. Since City of Brass (8th) I think. You will play a land almost every turn in the first 4/5 turns maybe? And it's still usable in long term game (produces colorless). Imo, this card is near broken and I don't understand how it gets that many votes. D and K are much more balanced versions, for me.
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Trophyless guy.
Thought of the Month: I gave up from trying to require the 'i' on my name: SolesticIo
if we word it correctly it wouldn't pump out colored on first turn (Activate this ability only if another land entered the battlefield under your control this turn.)
if its the same at entering tapped, and it takes 5 words less to say, then why not do it that way? and assuming you hit your lands drops is a really big assumption, and can really bite you if it goes south, so it think that its enough of a draw back.
]and assuming you hit your lands drops is a really big assumption, and can really bite you if it goes south, so it think that its enough of a draw back.
If you miss your first 4 land drops you are probably screwed up anyway. And it almost never happens. My point here is that we are giving decks that want to reach more than 4 lands a colored mana (or more) each turn for free. And, if when you run out of lands, it still produces colorless (the other variants at least do not).
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Trophyless guy.
Thought of the Month: I gave up from trying to require the 'i' on my name: SolesticIo
Option D gives you crazy broken mana if you have multiples. Just sayin'.
EDIT: Yes it's a risk for some decks to rely on land drops, especially late game, but not for ramp decks, where this will be the most broken.
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:sympu::nod::sym2g::p:symgu:;):symu::cthulhu::symg::cool2::symug::grin3::sym2u::rolleyes::sympg: The Simic: we have glow-in-the-dark milk and self replicating cookies.
Option D gives you crazy broken mana if you have multiples. Just sayin'.
EDIT: Yes it's a risk for some decks to rely on land drops, especially late game, but not for ramp decks, where this will be the most broken.
if by crazy broken, you mean 1 mana per land per landfall, then yes? only way to abuse it would be multiple lands drops via primeval, fetch lands, or cultivate and friends. and then it's just a lotus cobra that cost a land drop instead of mana (and can't do creature stuff like attack or block, but who ever attacks with lotus cobra?)
They don't tap for mana. My bad.
I'll just crawl to the corner in shame and cry silently.
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:sympu::nod::sym2g::p:symgu:;):symu::cthulhu::symg::cool2::symug::grin3::sym2u::rolleyes::sympg: The Simic: we have glow-in-the-dark milk and self replicating cookies.
It's the same as entering tapped. Your are missing my point. The problem is colored mana each turn for 'free'.
But it's far from free. If you've never missed your third or fourth land drop then you're not playing the same game as me. And past your fourth land drop it usually doesn't matter that it can make multiple colors.
I agree that it's too strong, but you're overstating by how much. The biggest problem in that there's no good middle ground, and as written it's pretty mediocre. I guess it could make an alright uncommon. But still not stellar.
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Check out the thread for my cube if you have the time, and tell me how terrible it is.
Generals meant to be drafted first in a single pack of 6 cards.
And here is the actual cube, meant to be drafted in 4 regular sized packs. (60 card decks)
I really like mechanic J but I think the land should not make any mana on its own (by tapping) else it is too good (you can store mana it can give 2 mana on its own AND it is good with fetchlands)
So just "whenever this enters the battlefield put a 0/1 eldrazi spawn creature token into play"
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My new houserules:
1. Every player saing exiled or battlefield will be kicked out.
2. Not using you mana deals 2 points of manaburn.
3. Combat damage goes over the Stack and you can freely assign it.
4. Lifelinks does stack and doesn't safe you from dying.
5. Tokens are owned bye the one who has made them.
Everyone thinking M10 will not affect a lot of cards or Limited a lot, either has no clue about magic or has never played limited or is getting paid by wizards to do propaganda.
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Remember, everything is subject to change! No mechanic is in its final form. Abilities can be tweaked and costs and numbers can be changed. Vote for the concept you like the best, not based on power level or balance.
Here they are:
A landfall manland was suggested and multiple different versions were submitted, but none got the two thumbs to make it to the poll, so I'm lumping them all together. If you like the idea of a landfall manland, vote for this!
(For reference, a Landfall Manland would be a land that turns into a creature when another land enters the battlefield under your control.)
Landfall - Whenever a land enters the battlefield under your control, return ~ to its owner's hand.
NOTE: This submission is functionally similar to another entry.
T, Sacrifice ~: Search your library for a basic land card, and put that card into your hand. Then shuffle your library.
Landfall - Whenever a land enters the battlefield under your control, you may return [Landname] from your graveyard to the battlefield.
Because they're so similar, I'm going to consider them one entry. We can decide between the two if they make it to the next round.
T: Add 1 to your mana pool.
Landfall - T Add one mana of any color to your mana pool. Activate this ability only if a land entered the battlefield under your control this turn.
T: Add 1 to your mana pool.
T: Exile ~, then return it to the battlefield under its owner's control.
T, Sacrifice ~: Counter target activated ability from a land. Destroy that land. (Mana abilities can't be targeted.)
Landfall - 2U,T:Return target creature to its owner's hand. Activate this ability only if a land entered the battlefield under your control this turn.
NOTE: As with all other submissions, the activation cost is not final.
Landfall - Whenever a land enters the battlefield under your control, you may put a quest counter on ~.
Remove three quest counters from ~ and sacrifice it: search your library for a land card and put that card onto the battlefield, then shuffle your library.
T: Add 1 to your mana pool.
Landfall - Whenever a land enters the battlefield under your control, put a 0/1 colorless Eldrazi Spawn creature token onto the battlefield. It has "Sacrifice this creature: Add 1 to your mana pool."
T: Add one mana of any color to your mana pool.
Landfall - Whenever a land enter the battlefield under your control, untap ~.
Help us out by posting! YMTCs always come out better with more discussion, so make sure to post your opinions and ideas in the thread before and/or after you vote!
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
Thought of the Month:
I gave up from trying to require the 'i' on my name: SolesticIo
That's been the rule for the past few months, and was even in the OP of the last thread...
Oh well, better luck next time.
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
Clarification needed - Lands with landfall do trigger themselves, right? Wouldn't K untap itself, for example?
Those are possible changes, again focus mostly on the concept (the quest counters to fetch a land) and the details can be sorted out later.
Lands would trigger their own landfall abilities.
If a land with landfall enters the battlefield, it's checked for any triggered abilities, which would subsequently trigger by it entering the battlefield itself.
(Cards like Allies that say "when ~ or another ally" are redundant in order to clear up any confusion. It's possible we should word our cards in a similar fashion to avoid similar confusion.)
This has made a lot of people very angry and been widely regarded as a bad move."
Comic Book Set
Archester: Frontier of Steam (A steampunk set!)
A Good Place to Start Designing
also, not really sure why option c needs to ETB tapped.
Club Flamingo Wins: 1!
Because it would be even more broken. Colored mana of your choose in early turns isn't done for a long time without restrictions. Since City of Brass (8th) I think. You will play a land almost every turn in the first 4/5 turns maybe? And it's still usable in long term game (produces colorless). Imo, this card is near broken and I don't understand how it gets that many votes. D and K are much more balanced versions, for me.
Thought of the Month:
I gave up from trying to require the 'i' on my name: SolesticIo
Thought of the Month:
I gave up from trying to require the 'i' on my name: SolesticIo
Of course, but I wasn't arguing about that
If you miss your first 4 land drops you are probably screwed up anyway. And it almost never happens. My point here is that we are giving decks that want to reach more than 4 lands a colored mana (or more) each turn for free. And, if when you run out of lands, it still produces colorless (the other variants at least do not).
Thought of the Month:
I gave up from trying to require the 'i' on my name: SolesticIo
EDIT: Yes it's a risk for some decks to rely on land drops, especially late game, but not for ramp decks, where this will be the most broken.
The Simic: we have glow-in-the-dark milk and self replicating cookies.
if by crazy broken, you mean 1 mana per land per landfall, then yes? only way to abuse it would be multiple lands drops via primeval, fetch lands, or cultivate and friends. and then it's just a lotus cobra that cost a land drop instead of mana (and can't do creature stuff like attack or block, but who ever attacks with lotus cobra?)
I'll just crawl to the corner in shame and cry silently.
The Simic: we have glow-in-the-dark milk and self replicating cookies.
But it's far from free. If you've never missed your third or fourth land drop then you're not playing the same game as me. And past your fourth land drop it usually doesn't matter that it can make multiple colors.
I agree that it's too strong, but you're overstating by how much. The biggest problem in that there's no good middle ground, and as written it's pretty mediocre. I guess it could make an alright uncommon. But still not stellar.
Generals meant to be drafted first in a single pack of 6 cards.
And here is the actual cube, meant to be drafted in 4 regular sized packs. (60 card decks)
So just "whenever this enters the battlefield put a 0/1 eldrazi spawn creature token into play"
1. Every player saing exiled or battlefield will be kicked out.
2. Not using you mana deals 2 points of manaburn.
3. Combat damage goes over the Stack and you can freely assign it.
4. Lifelinks does stack and doesn't safe you from dying.
5. Tokens are owned bye the one who has made them.
Everyone thinking M10 will not affect a lot of cards or Limited a lot, either has no clue about magic or has never played limited or is getting paid by wizards to do propaganda.