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Author Topic: Chaos Rain  (Read 1050 times)
dandan
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« on: March 06, 2009, 03:23:31 am »

So much stuff about order and so little about Chaos. How about a proper Red card - volcanic activity causing either new land or destroying existing land?

Chaos Rain (working title - would like a volcanic type name)
R3
Sorcery
Target opponent may put a land of each basic land type (Mountain, Forest,) etc into play. He or she then sacrifices a land of any basic type not put into play.

Against a mono-colour opponent this is weak - destroy a Mountain for 4 mana IF they don't have a Mountain in hand. Not terribly good against a 2 colour deck either, they should have some land in hand so you might destroy one land type but they put the other one into play. It could be pretty savage against multi-colour decks although for 4 mana Red already has a card that kills all non-basics so power-wise I don't think this is strong. It does, however have flavour and some fun interactions like Ankh, Land Tax,etc. It might also be possible to make it target player as a wacky mana accelerator although I wouldn't want that to become its primary function.

Also not sure if I want a multiland to 'prevent' 2 land sacrifices or just one. I think the above version prevents 2 sacrifices.
Another option would be for them to sacrifice a land for each land not put into play (takes out non-basics)
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Harlequin
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« Reply #1 on: March 06, 2009, 03:11:48 pm »

Geonigma {3}{R}
Target opponent may put a Plains into play, if that player does not that player sacrifices a Plains.  Repeat this for Islands, Swamps, Mountains, and Forests (in that order).

This way you don't make all the choices at once.  In this example, the duel lands don't really help you (they can actually hurt you if you put them into play foolishly). 

I think for 4 mana though, the odds of it just being "target player sacrifices a land of each type" are fairly high.  They would have had to not miss a land drop for 3 straight turns and still have lands in hand.  I feel like this card is much more powerful the later the game gets.  you basically want to cast it the turn immediately after they miss a land drop.

I'm not sure if this is too good but you could do...

Geonigma II {1}{R}
Choose an opponent, and a basic land type.  That player may put a land of that type into play, if they do not, that player sacrifices a land of that type.  You may pay {R} to repeat this, but you cannot chose a land type previously chosen for Geonigma II.

Its a little Forgotten Lore~ish.  But it means it's mana cost will scale with how many lands you want to kill.  But you're never going to choose land types they don't currently control (because it would just give them a free land drop).   


EDIT:  or you could do....
Geonigma III {2}{R}
Target opponent reveals the top 3 cards of thier library put all Plains revealed this way into play and the rest on the bottom that players library in any order.  If that player did not reveal a plains in this way, that player sacrifices a Plains.  Repeat this for Islands, Swamps, Mountains, and Forests (in that order).

This way you could REALLY help them out.  At that point, Its could almost cost {R}
« Last Edit: March 06, 2009, 03:16:56 pm by Harlequin » Logged

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dandan
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« Reply #2 on: March 13, 2009, 08:33:27 am »

I like the wording of the first version of Geonigma. I disagree that it is likely to hit multiple lands that often, good players tend to have lots of land in their decks and so are able to hold a land or two in hand. Compare to Ruination, which card is more likely to destroy more than one land? And Ruination (sadly) rarely sees the light of day.

You are right about it being more powerful later in the game, although late game land destruction is not that strong (large robots aside)

I doubt this card would see any play at all in Constructed but it could be a beast in Sealed and Draft.
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