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Author Topic: Man-lands  (Read 4961 times)
Marco
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« on: March 09, 2010, 11:17:08 pm »

I am developing a new cycle of man-lands for my set. Here's what I have so far:

Soldier's Armory
Land (Uncommon)
Soldier's Armory enters the battlefield tapped.
T: Add W to your mana pool.
1W: Until end of turn, Soldier's Armory becomes a 2/2 white Human Soldier creature with "This creature is indestructible this turn." It's still a land.

Pirate's Cove
Land (Uncommon)
Pirate's Cove enters the battlefield tapped.
T: Add U to your mana pool.
1U: Until end of turn, Pirate's Cove becomes a 3/3 blue Human Pirate creature with "This creature can't attack unless defending player controls an Island." It's still a land.

Zombie's Tomb
Land (Uncommon)
Zombie's Tomb enters the battlefield tapped.
T: Add B to your mana pool.
1B: Until end of turn, Zombie's Tomb becomes a 4/3 black Zombie Horror creature with "Whenever this creature deals damage to a creature or opponent, it deals that much damage to you." It's still a land.

Redcap's Warren
Land (Uncommon)
Redcap's Warren enters the battlefield tapped.
T: Add R to your mana pool.
1R: Until end of turn, Redcap's Warren becomes a 2/2 red Goblin Assassin creature with "Whenever this creature deals combat damage to a player, you may have it deal damage equal to its power to target creature that player controls." It's still a land.

Elven Outpost
Land (Uncommon)
Elven Outpost enters the battlefield tapped.
T: Add G to your mana pool.
1G: Until end of turn, Elven Outpost becomes a 2/2 green Elf Warrior creature with "This creature can't be the target of spells or abilities your opponents control." It's still a land.

My set also includes a splashable answer:

Seism
1R
Instant (Rare)
Counter target activated ability from a land source and destroy that land if it's on the battlefield. (Mana abilities can't be targeted.)

And:

Atomize
R
Instant (Uncommon)
Exile target permanent if it's indestructible.

« Last Edit: April 05, 2010, 06:13:09 pm by Marco » Logged
Marco
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« Reply #1 on: March 09, 2010, 11:17:46 pm »

Current Wording:

Soldier's Armory
Land (Uncommon)
Soldier's Armory enters the battlefield tapped.
T: Add W to your mana pool.
1W: Until end of turn, Soldier's Armory becomes a 2/2 white Human Soldier creature with "This creature is indestructible this turn." It's still a land.

Pirate's Shipyard
Land (Uncommon)
Pirate's Shipyard enters the battlefield tapped.
T: Add U to your mana pool.
1U: Until end of turn, Pirate's Shipyard becomes a 3/3 blue Human Pirate creature with "This creature can't attack unless defending player controls an Island." It's still a land.

Vampire's Catacomb
Land (Uncommon)
Vampire's Catacomb enters the battlefield tapped.
T: Add B to your mana pool.
1B: Until end of turn, Vampire's Catacomb becomes a 2/2 black Vampire Shaman creature with "Sacrifice a creature: This creature gets +2/+2 until end of turn." It's still a land.

Redcap's Warren
Land (Uncommon)
Redcap's Warren enters the battlefield tapped.
T: Add R to your mana pool.
1R: Until end of turn, Redcap's Warren becomes a 2/2 red Goblin Assassin creature with "Whenever this creature deals combat damage to a player, you may have it deal damage equal to its power to target creature that player controls." It's still a land.

Elven Outpost
Land (Uncommon)
Elven Outpost enters the battlefield tapped.
T: Add G to your mana pool.
1G: Until end of turn, Elven Outpost becomes a 3/2 green Elf Warrior creature with "This creature can't be the target of spells or abilities your opponents control." It's still a land.

« Last Edit: June 26, 2010, 06:26:23 pm by Marco » Logged
Marco
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« Reply #2 on: March 20, 2010, 09:54:51 am »

135 views and no comments?
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Darkenslight
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« Reply #3 on: March 29, 2010, 07:56:17 am »

That's because they're....actually pretty intelligent designs, especially considering the hate cards you also mentioned.
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Godder
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« Reply #4 on: April 07, 2010, 08:20:00 pm »

Zombie's Tomb is a contradiction, sort of - it becomes a large, cheap creature with a nasty drawback (Sui Black style), but then it comes into play tapped, so the decks that would like this sort of thing can't really use it because of the tempo loss in a deck all about tempo.

Redcap's Warren is really pushing the boundaries - damage to you also becomes damage to a creature you control? As a 2/2, not so troublesome, but throw equipment and/or +1/+1 counters around and it gets scary good. I'd have it deal the creature damage instead of the player damage, rather than both.
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Anusien
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« Reply #5 on: April 11, 2010, 10:02:31 pm »

The blue one being one of the biggest is pretty bad.

Also, it's insane how much better the white one is than the Green one. Or how much worse the green one is than Treetop Village.
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Godder
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« Reply #6 on: April 12, 2010, 12:23:55 am »

The drawback is pretty big, so I thought the Blue one was OK personally - basically a wall most of the time.

I'd look to make the Green one a 3/3 or 3/2 (I think the ability is better than it looks), and indestructible is probably too powerful at that activation cost for the White one - maybe vigilance?
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Shock Wave
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« Reply #7 on: April 12, 2010, 11:47:42 am »

The drawback is pretty big, so I thought the Blue one was OK personally - basically a wall most of the time.

I'd look to make the Green one a 3/3 or 3/2 (I think the ability is better than it looks), and indestructible is probably too powerful at that activation cost for the White one - maybe vigilance?

I think the Green one should be a 3/1 with that ability. When I think Elves, I think cards like Elvish Archers and Elvish Ranger; high strength and lower toughness. Maybe that's just me.

I think the blue one is fine. If the white one is too powerful at 2/2, what about as a 1/1? An indestructible 1/1 is still useful.
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Godder
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« Reply #8 on: April 12, 2010, 09:07:39 pm »

It could be a 1/2 or 1/3, I think.
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« Reply #9 on: April 13, 2010, 12:35:27 pm »

More recently Elves are tougher than they are powerful, see Nissa's Chosen and Elvish Warrior, both of which have seen print in ever.

I'd like the white one to be able to beat down, Forbidding Watchtower was awful because it couldn't. Worst of the cycle. Would rather 2/1 first strike than 1/1 indestructible.
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BruiZar
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« Reply #10 on: May 02, 2010, 11:04:25 am »

Can you make the blue one like a Prodigal Sorcerer / Pirate Ship? I know its old school and the ability belongs more to red nowadays, but pirates are pirates and they have guns.

I would make these changes:

Pirate's Cove
Land (Uncommon)
Pirate's Cove enters the battlefield tapped.
T: Add U to your mana pool.
1U: Until end of turn, Pirate's Cove becomes a 1/1 blue Human Pirate creature with "  {Tap}: Deal one damage to target creature or player. Island Home." It's still a land.

Redcap's Warren
Land (Uncommon)
Redcap's Warren enters the battlefield tapped.
T: Add R to your mana pool.
1R: Until end of turn, Redcap's Warren becomes a 1/1 red Goblin Assassin creature with double strike. It's still a land.


I like the industructibility on the white one because you can dodge wastelands that way.
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zeus-online
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« Reply #11 on: May 02, 2010, 03:50:58 pm »

Bruz's blue version seems waaay too good. A land that can ping? Sign me up.
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Shock Wave
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« Reply #12 on: May 02, 2010, 07:30:32 pm »

Bruz's blue version seems waaay too good. A land that can ping? Sign me up.

QFT. Way too strong.
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Marco
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« Reply #13 on: June 26, 2010, 06:12:58 pm »

Sorry I haven't responded sooner, I got married and went on vacation.

Land by land:

Soldier's Armory
Land (Uncommon)
Soldier's Armory enters the battlefield tapped.
T: Add W to your mana pool.
1W: Until end of turn, Soldier's Armory becomes a 2/2 white Human Soldier creature with "This creature is indestructible this turn." It's still a land.

I don't think this is unreasonable given Darksteel Brute. Each has its pros and cons and the activation cost of 3 is equal to 1W (C = 2). The land is uncounterable but is not always indestructible. Also, indestructibility on a 2/2 is not the same as indestructibility on a 4/4 or an 11/11... an indestructible 2/2 can still be exiled or killed by Disfigure. For that reason I don't want to make it a 2/1... if a soldier was indestructible why would he die because he lost hope? And 2/1 first strike has been done.

Pirate's Cove
Land (Uncommon)
Pirate's Cove enters the battlefield tapped.
T: Add U to your mana pool.
1U: Until end of turn, Pirate's Cove becomes a 3/3 blue Human Pirate creature with "This creature can't attack unless defending player controls an Island." It's still a land.

I agree that the drawback is pretty big and that it will be a wall most of the time. Nothing wrong with a 3/3 with defender for 1C. Plus if a distinguished landstill player such as Shock Wave gives it the thumbs up, what more do I need? Very Happy

Zombie's Tomb
Land (Uncommon)
Zombie's Tomb enters the battlefield tapped.
T: Add B to your mana pool.
1B: Until end of turn, Zombie's Tomb becomes a 4/3 black Zombie Horror creature with "Whenever this creature deals damage to a creature or opponent, it deals that much damage to you." It's still a land.

This is the one I'm least happy with. Godder, I suppose you raise a good point. How about one of these?

Vampire's Catacomb
Land (Uncommon)
Vampire's Catacomb enters the battlefield tapped.
T: Add B to your mana pool.
1B: Until end of turn, Vampire's Catacomb becomes a 2/2 black Vampire Rogue creature with "Sacrifice a creature: This creature gets +2/+2 until end of turn." It's still a land.

Or

Vampire's Catacomb
Land (Uncommon)
Vampire's Catacomb enters the battlefield tapped.
T: Add B to your mana pool.
1B: Until end of turn, Vampire's Catacomb becomes a 2/2 black Vampire Shaman creature with "Whenever this creature deals damage to a creature, put a +1/+1 counter on this creature." It's still a land.

I prefer the first one. Also, I considered Vampire's Barony as the card name, but that seemed too similar to the M11 card Barony Vampire.

Redcap's Warren
Land (Uncommon)
Redcap's Warren enters the battlefield tapped.
T: Add R to your mana pool.
1R: Until end of turn, Redcap's Warren becomes a 2/2 red Goblin Assassin creature with "Whenever this creature deals combat damage to a player, you may have it deal damage equal to its power to target creature that player controls." It's still a land.

This one shows off my love of goblins and of Murderous Redcap. I originally thought of making it "Whenever this creature deals combat damage to a player, you may have it deal 2 damage to target creature that player controls" as with Skirk Commando. This would take up a little less space on the card, but I don't think it's as cool... I like that creature pump can make it do more damage to creatures. (Or less if something were to give it -1/-1.)

Elven Outpost
Land (Uncommon)
Elven Outpost enters the battlefield tapped.
T: Add G to your mana pool.
1G: Until end of turn, Elven Outpost becomes a 2/2 green Elf Warrior creature with "This creature can't be the target of spells or abilities your opponents control." It's still a land.

I agree there is a disparity between Elven Outpost and Pirate's Cove and betwen Elven Outpost and Treetop Village. Green is the "creature color" and Treetop Village is one of the best, if not the best, man-lands from the Urza's Legacy cycle.

I also agree that the "troll shroud" ability is better than it looks. As with Soldier's Armory, Elven Outpost can't be destroyed by land destruction spells such as Stone Rain or abilities such as Wasteland / Tectonic Edge. It's also difficult to kill with spot removal. Treetop Village can't claim those facts.

That said, I'm making Elven Outpost either 3/2 (like Bloodbraid Elf, Glissa Sunseeker, Masked Admirers, Rhys the Exiled, Winnower Patrol, and Troll Ascetic) or 2/3 (like Elvish Warrior, Kaysa, Llanowar Sentinel, Mayael the Anima, Nissa's Chosen, and Sacellum Archers), but I prefer the former.

I'm also looking for a new name... I want to follow the naming convention of the other man-lands, and I want this to be an Elf Warrior, but you can't say Elf's _____ - can you?

Updated the Current Wording post.

« Last Edit: June 27, 2010, 08:40:02 am by Marco » Logged
Darkenslight
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« Reply #14 on: July 05, 2010, 05:36:47 am »

I like the green land, so I'd suggest the name 'Ascetic Elfhame', after the Invasion GW tapland.
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Marco
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« Reply #15 on: July 10, 2010, 10:10:27 am »

After seeing Elven Fortress and Elven Palisade I think Elven Outpost (or something similar) is the way to go.
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Philatio
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« Reply #16 on: July 16, 2010, 01:51:59 am »

Seism is a really narrow.  It should draw a card or something.
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Philatio
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« Reply #17 on: July 16, 2010, 05:11:14 pm »

Seism is a really narrow.  It should draw a card or something.

I slo think Atomize is a great idea, but is it red?
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