I said I would make a set nearly all land. This set is more of an intellectual exercise to me than something I meant to be something they might print. This is just an example as to how wizards could get ride of mana screw and make it more like some of the other, new ccg's. If this set where to be printed it would have to fill a similar hole to the one filled by Cold Snap.
502.76 Conduct
502.76a Conduct is an activated ability that functions while in a player's hand. "Conduct <cost> - <effect>" means "Discard this card: You may play a copy of a sorcery spell, that has the same name as this card, with mana cost <cost> and '<effect>.' Play this ability only any time you could play a sorcery."
Set Info:
55 commons
55 uncommons
55 rares
9 white
10 blue
9 red
9 green
9 black
1 colorless
14 artifact
104 Lands
Whee! I would love to help work on this set if it's not finished yet. I am working on one of my own, (an almost all land set) and with our powers combined, we can make everyone love lands again!
More seriously though:
Ferdain, the Dreamlands
Legendary Land
Fertile (This card is all land types at all times.)
Ferdain, the Dreamlands comes into play tapped.
Ferdain has all mana abilties of all lands in play.
Whenever Ferdain is tapped to play a mana ability other than a basic land's mana ability, Ferdain deals 1 damage to you.
Otherwise, very interesting set. Would need more testing for power level for some of the creature lands: we all know the headaches that Dryad Arbor caused some of us.
Some very innovative work here. Lands have a lot of uncharted design space.
Not sure how the Planeswalker land would work. Planeswalkers came out one set ago and people are already mixing it with other permanent types (Artifact, Enchantment, and now Land)
This set is honestly very boring. It makes me think that WotC took every basic effect and/or popular card and rehashed it as lands and called that a set. It feels like the "Little Core Set That Could" become an advanced/expert level set.
It also doesn't help that all the graphics are the same.
As far as those campaign lands go, they would be more interesting if they could remove campaign counters from other campaign lands.
Just looked at some of the rares. The set's a bit redeeming with them, but it's still more of the same. There's not much uniqueness, it's just land cycling and different manlands(and spell lands).
Though, I understand why those dual-landwalkers are rare now. For this set it's more than appropriate.
I wanted one cycle like that in the set. And they are not REALLY strictly better. The basic supertype is the BEST supertype in the game, and they do not have it.
That cycle was made because I told Sutherlands there would be lands in it better than basics. I think that in this set people would only play basics if they wanted to use the anti-basic rares. I mean how many basic Islands would YOU use in a set like this any how? I agree the set is very powerful, but I know people have been talking about making an all land set but no one was really doing it. So I thought I would fire one out.
the set looks nice here... but playing it... its going to be SOOOOO slow... think about it... you only get one land drop a turn, and 104 of the cards are lands... its a nice thought, but I just don't think it translates well...
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the set looks nice here... but playing it... its going to be SOOOOO slow... think about it... you only get one land drop a turn, and 104 of the cards are lands... its a nice thought, but I just don't think it translates well...
Which is why it would be a stand alone set. There is no way this kinda idea would make a block.
Also, you're right. I mean you could build your 50 land deck, but it would still lose to basic land agro. Which makes it not busted.
it wasn't about the set as part of something else... just as anything... it plays too slow... unless of course you're taking my personal favorite approach that separates this set from the rest of Magic entirely... then i think its awesome cool... lands are definitely my favorite
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Well I do think it shows a different way of thinking about the game, and in the regard it could be stand alone.
But I was thinking about it more as a set that would complement other sets. If you wanted to make your deck slower, but much more constant. More or less all the cards here are "split" cards, as in they are all lands, but also have another function besides just tapping for mana. And some of them would not slow your deck down, since they do not come into play tapped(but most of those make 1 so, mah)
Almost all of your cards are harshly overpowered, and I think I know why. In your eyes, manascrew is a "bad" thing that needs to be "fixed"... well not really, because it is a big part of magic. Without the existing problem of manascrew, everyone would play the same 5 color deck with the best cards in it. The chance of manascrew allows us to choose the risks we want to take for which rewards. Compare b/g elves to b/w/g doran in standard. Doran is extremely more powerful, but you need to play another color making the manabase less consistant. If you take this away, you ruin the game. See what I mean?
I think rather then calling this a set, I would call it your dream of a manascrew free magic, and being a timmy (which you stated you are), I assume the competitive part doesn't mean much to you, so this idea is 100% good. Correct me if I'm wrong
I think rather then calling this a set, I would call it your dream of a manascrew free magic, and being a timmy (which you stated you are), I assume the competitive part doesn't mean much to you, so this idea is 100% good. Correct me if I'm wrong
I like to keep it over 1800(but my composite has never been over 1850, only my limited), I am at a "low" right now. Not had much time to practice, as of late(and my group has gotten me to play agro, argo is no place for a Timmy!). Draw whatever conclusions you want from these facts. (I do not like mana screw because I have seen too many good players lose to bad players because of it. I, myself, have beaten two pro's which I had no business doing, I made more play mistakes than they did) And I do not like MANA screw, I do not mind COLOR screw.
I am a timmy, as in I like playing U/W control and winning with an Akroma, which I can resurrect if she dies. Or I run mono green beat down. (I think treefolk will be good coming up, that 5/5 for 3 is solid, and yes Tarmogoyf I will be running Tarmogoyf in it, I more or less have to, sadly) That treefolk dual is the best land I have seen since Tundra, but the real question will be if Treefolk can beat elves. (My play testing group has convinced me to swear off control, which is why my rating is slipping, they think I need to get better at creature math, which is true I do, but honestly that white enchantment tutor makes me want to get back on the control wagon. I love silver bullet decks, and there are always solid enchantments to lock people down) You know I think a Glittering Wish control deck(U/W/g) would be good now that I am thinking about it. Teferi's Moat +Eyes of the Wisent what deck does NOT lose to one of those two? Dragonstorm... hmmm good point. I guess I would have to have 4 Luminesce SB(oh, wait! rule of law). are there any other good gold cards in the format?......... Teeg is good, but would it hurt ME more? Well I guess if I wish for him only when it locks them down more.... should I be worried about Faeries(they fly over moat after all)? where is my pen... I have to write this down... No, looks like there is no room for the green... oh well. Aura of Silence, Rule of Law, Teferi's Moat, Story Circle, Imperial Mask, Oblivion Ring, Sacred Mesa, now, which go in the main and which SB? Careful Consideration will help me discard any that I draw in main that are dead... but I guess it will depend on the Metagame... always does. (though I can guess the meta will be black green, so it would be Moat and Mask main(as well as *** and countermagic, and 0-ring))
mah, my group says the formate is not good for U/W control because there is too much agro and agro-control. Guess treefolk it is.
There really isn't much of a point for the ~ can't tap for mana like on island sprite. Just make it a creature, or take away the island subtype. As is, it just looks clunky and feels like you are stretching to put more lands in the set. This is similar to alara reborn having a land that says ~ is red and black. It works, but is terribly un-elegant
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Abilities exist independently of their source. It's like shooting a guy after he throws a grenade. The grenade is still coming. But if you remove the target, the ability is countered upon resolution. It's like a grenade, if the guy you threw your grenade at disappears, it won't explo.... wait what?
New fave mod quote:
...six and a half YEARS ago! There is absolutely no reason to dig up a thread after that long a period of inactivity. -Carsten
This set would be really bad to draft with which isn't good.
Then yes a lot of this cards are overpowered, because they would be too powerfull in controldecks, giving them even more late game power, or some are just insanely brocken like the one which lets you sac all your lands and gives you that many mana, because it would help to double your mana in one turn, which is really really good for combo, also the one granting you artifact land tokens each turn is really powerful in ramp or in a staxx deck and so on.
Also you give instant land search for 3 mana to any colour on cards which are good on their own. Also you do much to many cycles, and some don't make really sense, and putting the basicland types on so many stuff would also make things like fetchlands even more powerful.
Also just making a Land out of everything would be a rule nightmare and also isn't really innovative and becomes boring.
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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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502.76 Conduct
502.76a Conduct is an activated ability that functions while in a player's hand. "Conduct <cost> - <effect>" means "Discard this card: You may play a copy of a sorcery spell, that has the same name as this card, with mana cost <cost> and '<effect>.' Play this ability only any time you could play a sorcery."
Set Info:
55 commons
55 uncommons
55 rares
9 white
10 blue
9 red
9 green
9 black
1 colorless
14 artifact
104 Lands
More seriously though:
Ferdain, the Dreamlands
Legendary Land
Fertile (This card is all land types at all times.)
Ferdain, the Dreamlands comes into play tapped.
Ferdain has all mana abilties of all lands in play.
Whenever Ferdain is tapped to play a mana ability other than a basic land's mana ability, Ferdain deals 1 damage to you.
I hope you like it...
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.
Otherwise, very interesting set. Would need more testing for power level for some of the creature lands: we all know the headaches that Dryad Arbor caused some of us.
Some very innovative work here. Lands have a lot of uncharted design space.
Not sure how the Planeswalker land would work. Planeswalkers came out one set ago and people are already mixing it with other permanent types (Artifact, Enchantment, and now Land)
My Custom Set: Solescurio
The set is done, except for some powerlevel tweaking(maybe?), but as I said, its more of a fun thing to do, just to do it.
What kinda mana can't be produced by basic lands? 1 or purple?
You should say "basic land in play"
It also doesn't help that all the graphics are the same.
As far as those campaign lands go, they would be more interesting if they could remove campaign counters from other campaign lands.
Just looked at some of the rares. The set's a bit redeeming with them, but it's still more of the same. There's not much uniqueness, it's just land cycling and different manlands(and spell lands).
Though, I understand why those dual-landwalkers are rare now. For this set it's more than appropriate.
That cycle was made because I told Sutherlands there would be lands in it better than basics. I think that in this set people would only play basics if they wanted to use the anti-basic rares. I mean how many basic Islands would YOU use in a set like this any how? I agree the set is very powerful, but I know people have been talking about making an all land set but no one was really doing it. So I thought I would fire one out.
Also, you're right. I mean you could build your 50 land deck, but it would still lose to basic land agro. Which makes it not busted.
But I was thinking about it more as a set that would complement other sets. If you wanted to make your deck slower, but much more constant. More or less all the cards here are "split" cards, as in they are all lands, but also have another function besides just tapping for mana. And some of them would not slow your deck down, since they do not come into play tapped(but most of those make 1 so, mah)
I think rather then calling this a set, I would call it your dream of a manascrew free magic, and being a timmy (which you stated you are), I assume the competitive part doesn't mean much to you, so this idea is 100% good. Correct me if I'm wrong
techoverrated.DCI # 1202138363
Composite (as of 2008-01-07)
1788 rating 757 matches 172 events
I like to keep it over 1800(but my composite has never been over 1850, only my limited), I am at a "low" right now. Not had much time to practice, as of late(and my group has gotten me to play agro, argo is no place for a Timmy!). Draw whatever conclusions you want from these facts.
(I do not like mana screw because I have seen too many good players lose to bad players because of it. I, myself, have beaten two pro's which I had no business doing, I made more play mistakes than they did) And I do not like MANA screw, I do not mind COLOR screw.
I am a timmy, as in I like playing U/W control and winning with an Akroma, which I can resurrect if she dies. Or I run mono green beat down. (I think treefolk will be good coming up, that 5/5 for 3 is solid, and yes Tarmogoyf I will be running Tarmogoyf in it, I more or less have to, sadly) That treefolk dual is the best land I have seen since Tundra, but the real question will be if Treefolk can beat elves. (My play testing group has convinced me to swear off control, which is why my rating is slipping, they think I need to get better at creature math, which is true I do, but honestly that white enchantment tutor makes me want to get back on the control wagon. I love silver bullet decks, and there are always solid enchantments to lock people down) You know I think a Glittering Wish control deck(U/W/g) would be good now that I am thinking about it. Teferi's Moat +Eyes of the Wisent what deck does NOT lose to one of those two? Dragonstorm... hmmm good point. I guess I would have to have 4 Luminesce SB(oh, wait! rule of law). are there any other good gold cards in the format?......... Teeg is good, but would it hurt ME more? Well I guess if I wish for him only when it locks them down more.... should I be worried about Faeries(they fly over moat after all)? where is my pen... I have to write this down... No, looks like there is no room for the green... oh well. Aura of Silence, Rule of Law, Teferi's Moat, Story Circle, Imperial Mask, Oblivion Ring, Sacred Mesa, now, which go in the main and which SB? Careful Consideration will help me discard any that I draw in main that are dead... but I guess it will depend on the Metagame... always does. (though I can guess the meta will be black green, so it would be Moat and Mask main(as well as *** and countermagic, and 0-ring))
mah, my group says the formate is not good for U/W control because there is too much agro and agro-control. Guess treefolk it is.
New fave mod quote:
Then yes a lot of this cards are overpowered, because they would be too powerfull in controldecks, giving them even more late game power, or some are just insanely brocken like the one which lets you sac all your lands and gives you that many mana, because it would help to double your mana in one turn, which is really really good for combo, also the one granting you artifact land tokens each turn is really powerful in ramp or in a staxx deck and so on.
Also you give instant land search for 3 mana to any colour on cards which are good on their own. Also you do much to many cycles, and some don't make really sense, and putting the basicland types on so many stuff would also make things like fetchlands even more powerful.
Also just making a Land out of everything would be a rule nightmare and also isn't really innovative and becomes boring.
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.