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Author Topic: [Card Discussion] Windbrisk Heights  (Read 2306 times)
BruiZar
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« on: September 22, 2007, 10:52:59 am »

Windbrisk Heights   
Land 
Hideaway (This land comes into play tapped. When it does, look at the top 4 cards in your library, remove one from the game face down, then put the rest on the bottom of your library.)
[T]: Add [W] to your mana pool.
[T]: You may play the removed card without paying its mana cost if you attacked with 3 or more creatures this turn.

This looks like a perfect card for UW fish or RW burn. It's almost like a better AEther Vial. It allows you to dig 4 cards so you can fetch the rest away, put a win card , counter or beast without any drawbacks under Windbrisk. Although I haven't really thought up any combos, some very powerful effects can come down turn 3 without any cost.
Denying Wind - Search target players library for up to seven cards and remove them from the game. Then that player shuffles his or her library.
Searing Wind - Searing Wind deals 10 damage to target creature or player.
Time Stretch - Target player takes two extra turns after this one.
These would, and probably still are otherwise dead cards, but they become available despite the short duration of a vintage match which opens the cardpool up a bit.

Ofcourse, the correct route to take would be hiding a card that wins you the match in the turn you get to play the spell. What are your thoughts on the hide out mechanic?

For the sake of completeness I've added the green version as well. The only useful application I see is playing some sort of masknought combo
Mosswort Bridge   
Land 
Hideaway (This land comes into play tapped. When it does, look at the top 4 cards of your library, remove one from the game face down, then put the rest on the bottom of your library.)
[T]: Add  to your mana pool.
G,[T] : You may play the removed card without paying its mana cost if creatures you control have total power 10 or greater.
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asi
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« Reply #1 on: September 22, 2007, 12:04:12 pm »

These lands come into play tapped (it says so in the reminder text). That's the kind of drawback that makes a nice land close-to-unplayable, and these lands aren't good enough in my opinion to justify the comes-into-play-tapped clause.
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Titanium Dragon
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« Reply #2 on: September 23, 2007, 12:36:38 am »

These lands come into play tapped (it says so in the reminder text). That's the kind of drawback that makes a nice land close-to-unplayable, and these lands aren't good enough in my opinion to justify the comes-into-play-tapped clause.

I disagree, some of them are good enough to see play - just not in vintage. The CITPT being part of the keyword is going to cause massive confusion.
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FlamingCloud
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« Reply #3 on: September 23, 2007, 10:14:52 am »

Well what if there is lets say.. a blue hideaway land that you can use any turn that you drew 4 or more cards? (ie brainstorm + drawstep) throwing a colossus, mind's desire or yawg bargain etc into play for free would absurd. 

Both the current lands are,
A. Too hard to activate
B. Don't tap for good colors (ie when is the last time you saw a basic plains(guess just bomberman) or forest(um.... ichorid maybe.. although 10 power is too win more)
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Sarah Angel
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« Reply #4 on: October 04, 2007, 09:28:12 am »

Not to mention, you have to find the card to be played free first:

Find the hideaway land>tutor or brainstorm to get the card you want to play free>play the hideaway land>pass the turn

Not exactly the model of efficiency
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Current Record (in tournament play) for cards removed with Demonic Consultation before finding a card that I have 4 of in the deck:  39
Current Record (in tournament play) for largest Mind's Desire whiff: 12
FlamingCloud
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« Reply #5 on: October 04, 2007, 10:26:45 am »

These are completely useless in vintage now that they are 1 Mana,[T] instead of free[T] like you originally posted.
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