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Author Topic: Rethinking sac-lands  (Read 1108 times)
jaeppel
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« on: October 01, 2006, 12:30:02 pm »

Here is an idea that ive been tinkering with for a while.  The original idea came from the old FE sac-lands.  (one of for each color, CIPT, can tap for one or sac for 2 of that color)  CIPT is crap, which is why these havent been in a competitive deck for 10 years.  Obviously, without the CIPT, they would be rather on the broken side, sort of a land-based mini-lotus for each color.

Anyway, I would like to introduce a new cycle of sac-lands.  The idea is each can be used immediately, but have only one ability---tap and sac for one mana+some minor spell-like effect.  As the idea started contemplating why the saclands are bad, i started with the black one.  Black is already a throw your permanents for mana color, so it seems to fit:

Ghost Swamp
Land
T, sacrifice this: add BB to your manapool

Green should get some kind of dude, being the color of little doods and sprites.  It doesnt seem so broken to let green crap out a free guy, so:

Scryb Forest
Land
T, sacrifice this: add G to your mana pool.  Put a 1/1 green Sprite token into play with flying.

I couldnt think of anything for white to get other than life gain:

Fertile Plains
Land
T, sacrifice this: add W to your manapool.  You gain 4 life.

Trading a turns mana development for a bounce seems balanced within blue:

Sinking Island
Land
T, sacrifice this: Add U to your manapool.  Return target non-land permanent to owners hand.

and red gets:

Flaming Mountain
Land
T, sacrifice this: Add R to your manapool.  This deals 2 damage to target creature or player.

So anyway, what do you all think?  How much is it worth to trade 2 mana turn two for one mana+effect on turn one?  I think the blue one might be a bit too strong, as this effect usually costs 2.  The black one is just another ritual effect, but one that costs a land drop rather than mana.

Scryb forest might be utter crap, but i couldnt come up with another greenish effect.  Any ideas?

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LordHomerCat
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« Reply #1 on: October 01, 2006, 05:09:32 pm »

Wizards has been making a conscious effort to not tie other effects to mana abilities (see: Terrarion, Chromatic Star) because it causes a lot of confusion as they do not use the stack.  First recommendation is find a way to word these so that you don't have mana abilities bouncing permanents and putting creatures into play.
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« Reply #2 on: October 01, 2006, 07:16:17 pm »

"T, sacrifice ~this~: Put a 1/1 Saproling token into play and untap target forest"

Also good because some of these shouldn't be used turn one. Black one can untap two swamps, or possibly just stay the same (BB).
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« Reply #3 on: October 01, 2006, 09:01:25 pm »

Making the green one into a smallish pump effect (say +1/+1 or +2/+2) would produce an interesting tension between wating to use it in combat, where that sort of effect is most useful, and using it mainphase so the mana isn't wasted.
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« Reply #4 on: October 02, 2006, 10:37:08 am »

Wizards has been making a conscious effort to not tie other effects to mana abilities (see: Terrarion, Chromatic Star) because it causes a lot of confusion as they do not use the stack.  First recommendation is find a way to word these so that you don't have mana abilities bouncing permanents and putting creatures into play.

Also, targeted mana abilities are bad karma.

You can make these triggered abilities, somehow, I'm sure.
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« Reply #5 on: October 02, 2006, 04:15:01 pm »

You can always make them like Terrarion or Chromatic Star, "When ~ goes to the graveyard from play...".  If they all have "Sacrifice ~" as part of the cost, then it'll always trigger the second part.  Also, the Red one is quite broken, considering Barbarian Ring (balanced, in my opinion), pings you for 1 when tapped for mana, and requires Threshold AND R to do 2 damage.  The Red one is a free Shock, that can PAY for Shock, AND needs to be Stifled?!?  I'd love to have Wizards print that!!
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