They aren't explicitly breaking any land rules, but I can't see these being commons. Maybe its because WotC has never done a set that intentionally made people want to go 5-color, but with these at common that is definitely the impression I get.
They aren't explicitly breaking any land rules, but I can't see these being commons. Maybe its because WotC has never done a set that intentionally made people want to go 5-color, but with these at common that is definitely the impression I get.
Minor nitpick, but Conflux had a huge 5-color theme, Invasion really rewarded 5-color play, and Fifth Dawn's Sunburst mechanic also strongly pushed players in that direction.
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I agree with Piar, but like him I'm struggling to articulate why. They're all strictly worse than basic lands to start and the fixing is conditional, but something about them feels not-common, and I don't think its just the ease of satisfying the condition. Though I do think upping the permanent count to 2 of each respective color would help.
I agree with Piar, but like him I'm struggling to articulate why. They're all strictly worse than basic lands to start and the fixing is conditional, but something about them feels not-common, and I don't think its just the ease of satisfying the condition. Though I do think upping the permanent count to 2 of each respective color would help.
So you are saying they are strictly worse than basic lands (which is incorrect, but let's ignore that for a second) and then you suggest making their ability less usable i. e. making the lands strictly worse to the current version.
You just said that making lands strictly worse than lands strictly worse than basic lands is a good idea.
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Planar Chaos was not a mistake neither was it random. You might want to look at it again.
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Well, I said they're strictly worse to start, so that's something. (And which is important when granting easy access to fixing at common.) Right now the condition is just kind of a joke, isn't it? One multicolored permanent turns on most of them. Then again, I'm not really considering how exactly multicolored the limited play with be, so I guess maybe it's not a useful suggestion.
(And actually, given the Vivid lands, I guess the double-permanent condition is a bit much.)
Primal Heath
Land (Common)
~ enters the battlefield tapped.
:symtap:: Add to your mana pool.
:symtap:: Add one mana of any color to your mana pool. Activate this ability only if you control a black permanent and a red permanent.
This would play into your desire to have players play more colors, and would fit your theme of wedge three-color combinations.
That would definitely work against the Coalition (multicolor faction) theme.
Doubly so because the Kaldarjar (snow faction) are going to care about basic lands.
Oh. I knew about the first part, but not the second. Maybe something like this?
Rolling Geoglyph
Land (C)
~ enters the battlefield tapped.
:symtap:: Add to your mana pool.
:symtap:: Add one mana of any color to your mana pool. Activate this ability only if there are two or more colors among permanents you control.
Or a better, but kind of strangely worded version...
Rolling Geoglyph
Land (C)
~ enters the battlefield tapped.
:symtap:: Add to your mana pool.
:symtap:: Add one mana of any color to your mana pool. Activate this ability only if you control a permanent that's a color other than white.
So you only get your fixing if you dip your toes into another color, and it doesn't actually help you do that. Unless you're casting a hybrid permanent, or a "blue hurricane" or somesuch.
Rolling Geoglyph
Land (Common)
~ enters the battlefield tapped.
:symtap:: Add to your mana pool. If you control a white permanent, add one mana of any other to your mana pool instead.
This would further push the player to use other colors.
The lands in the opening post are just fine. In fact, I like them and I think they're very elegant.
Wizards has printed several lands at common that fix mana and has printed common lands that are more complex than these. (Common lands in Modern.)
You could get screwed in a two (or more) color deck with these if, for example, you had the white geoglpyh in your opening hand and did not draw any white spells. In that case, it would be a bad Plains. So, I think the drawback is appropriately relevant.
The bigger issue and what (I think) people are alluding to, is that having five of these could potentially enable easy fixing for a 5-color deck, much as the //gatherer.wizards.com/Pages/Search/Default.aspx?name=+[vivid">"]Vivid Lands + Reflecting Pool did during the Lorwyn block. Of course, it's significantly more difficult to get mana of any color out of these, so I don't think it would be an issue. Also, this does depend on how easy it is to get multicolored permanents in your set. If you had been considering including Reflecting Pool, I would likely err on the side of not doing that.
'...only if you control a nonwhite, nonland permanent'.
The idea was to allow multicolor permanents to enable it even if they're white. I would just list the other colors, but apparently pink is a color in this set, so I wanted it to be extensible. Though that does give me an idea...
Seaside Crater
Land (C)
~ enters the battlefield tapped.
:symtap:: Add to your mana pool.
:symtap:: Add one mana of any color to your mana pool. Activate this ability only if you control a green or blue permanent.
That should be more than doable at common, I think. Or should it be wedge colors for this set? Who knows.
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Land [C]
Rolling Geoglyph enters the battlefield tapped.
:symtap:: Add to your mana pool. If you control a white permanent, instead add one mana of any color to your mana pool.
Land [C]
Flooded Geoglyph enters the battlefield tapped.
:symtap:: Add to your mana pool. If you control a blue permanent, instead add one mana of any color to your mana pool.
Land [C]
Brimstone Geoglyph enters the battlefield tapped.
:symtap:: Add to your mana pool. If you control a black permanent, instead add one mana of any color to your mana pool.
Land [C]
Canyon Geoglyph enters the battlefield tapped.
:symtap:: Add to your mana pool. If you control a red permanent, instead add one mana of any color to your mana pool.
Land [C]
Primal Geoglyph enters the battlefield tapped.
:symtap:: Add to your mana pool. If you control a green permanent, instead add one mana of any color to your mana pool.
Minor nitpick, but Conflux had a huge 5-color theme, Invasion really rewarded 5-color play, and Fifth Dawn's Sunburst mechanic also strongly pushed players in that direction.
So, a 2-color deck is fine, but there will always be incentives to go up to 3, or 4, or 5, or 6.
So you are saying they are strictly worse than basic lands (which is incorrect, but let's ignore that for a second) and then you suggest making their ability less usable i. e. making the lands strictly worse to the current version.
You just said that making lands strictly worse than lands strictly worse than basic lands is a good idea.
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(And actually, given the Vivid lands, I guess the double-permanent condition is a bit much.)
Alternatively, what about something like:
Land (Common)
~ enters the battlefield tapped.
:symtap:: Add to your mana pool.
:symtap:: Add one mana of any color to your mana pool. Activate this ability only if you control a black permanent and a red permanent.
Agreed, but those lands suck!
I'm amenable to a different "any color" condition than the one presented here, but I want it to be pretty universal.
"Five or more lands" was another idea I had... a la Temple of the False God.
Here's a thought...
Emerald Forest (Rare)
Enchantment Land - Forest
Emerald Forest enters the battlefield tapped.
Emerald forest is green.
Cycled out...
That would definitely work against the Coalition (multicolor faction) theme.
Doubly so because the Kaldarjar (snow faction) are going to care about basic lands.
Oh. I knew about the first part, but not the second. Maybe something like this?
Rolling Geoglyph
Land (C)
~ enters the battlefield tapped.
:symtap:: Add to your mana pool.
:symtap:: Add one mana of any color to your mana pool. Activate this ability only if there are two or more colors among permanents you control.
Or a better, but kind of strangely worded version...
Rolling Geoglyph
Land (C)
~ enters the battlefield tapped.
:symtap:: Add to your mana pool.
:symtap:: Add one mana of any color to your mana pool. Activate this ability only if you control a permanent that's a color other than white.
So you only get your fixing if you dip your toes into another color, and it doesn't actually help you do that. Unless you're casting a hybrid permanent, or a "blue hurricane" or somesuch.
Land (Common)
~ enters the battlefield tapped.
:symtap:: Add to your mana pool. If you control a white permanent, add one mana of any other to your mana pool instead.
This would further push the player to use other colors.
Eredith
Wizards has printed several lands at common that fix mana and has printed common lands that are more complex than these. (Common lands in Modern.)
You could get screwed in a two (or more) color deck with these if, for example, you had the white geoglpyh in your opening hand and did not draw any white spells. In that case, it would be a bad Plains. So, I think the drawback is appropriately relevant.
The bigger issue and what (I think) people are alluding to, is that having five of these could potentially enable easy fixing for a 5-color deck, much as the //gatherer.wizards.com/Pages/Search/Default.aspx?name=+[vivid">"]Vivid Lands + Reflecting Pool did during the Lorwyn block. Of course, it's significantly more difficult to get mana of any color out of these, so I don't think it would be an issue. Also, this does depend on how easy it is to get multicolored permanents in your set. If you had been considering including Reflecting Pool, I would likely err on the side of not doing that.
The idea was to allow multicolor permanents to enable it even if they're white. I would just list the other colors, but apparently pink is a color in this set, so I wanted it to be extensible. Though that does give me an idea...
Seaside Crater
Land (C)
~ enters the battlefield tapped.
:symtap:: Add to your mana pool.
:symtap:: Add one mana of any color to your mana pool. Activate this ability only if you control a green or blue permanent.
That should be more than doable at common, I think. Or should it be wedge colors for this set? Who knows.