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Author Topic: An interesting land cycle that fetches plus does something color oriented.  (Read 5635 times)
A_Outcast
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« on: May 26, 2010, 03:12:33 am »

Meadow
{Tap}, Sacrifice Meadow: Search your library for a Plains and put it onto the battlefield.
{W}, {Tap}: Target creature gains protection from the color of your choice until end of turn.

Gushing River
{Tap}, Sacrifice Gushing River: Search your library for a Island and put it onto the battlefield.
{U}, {Tap}: Look at the top three cards of your library and put them back in any order.

Marsh
{Tap}, Sacrifice Marshes: Search your library for a Swamp and put it onto the battlefield.
{B}, {Tap}: Target creature gets -1/-1 until end of turn.

Dormant Volcano
{Tap}, Sacrifice Dormant Volcano: Search your library for a Mountain and put it onto the battlefield.
{R}, {Tap}: Target creature gets +2/+0 until end of turn.

Sprouting Tree
{Tap}, Sacrifice Sprouting Tree: Search your library for a Forest and put it onto the battlefield.
{G}, {Tap}: Regenerate target creature, and it gets +1/+1 until end of turn.

Open-Air Temple
{Tap}: Add  {1} to your mana pool.
{1}, {Tap}, Sac ~: Search your library for a basic Plains and put it onto the battlefield.  Shuffle.
{W} {W}, {Tap}, Sac ~: Search your library for a plains and put it onto the battlefield.  Shuffle.  If any creatures are attacking you, each attacking player sacrifices a creature.

Gushing River
{Tap}: Add  {1} to your mana pool.
{1}, {Tap}, Sac ~: Search your library for a basic island and put it onto the battlefield.  Shuffle.
{U} {U}, {Tap}, Sac ~: Search your library for an island card and put it onto the battlefied.  Shuffle.  Scry 2.

Noxious Path
{Tap}: Add  {1} to your mana pool.
{1}, {Tap}, Sac ~: Search your library for a basic Swamp and put it onto the battlefield.  Shuffle.
{B} {B}, {Tap}, Sac ~: Search your library for a swamp and put it onto the battlefield.  Shuffle.  Each player sacrifices a green or white creature.

Sword-Stone Cliffs
{Tap}: Add  {1} to your mana pool.
{1}, {Tap}, Sac ~: Search your library for a basic mountain and put it onto the battlefield.  Shuffle.
{R} {R}, {Tap}, Sac ~: Search your library for a mountain card and put it onto the battlefied.  Shuffle.  Creatures you control gain +1/+0 and gain haste until end of turn.

Sprouting Tree
{Tap}: Add  {1} to your mana pool.
{1}, {Tap}, Sac ~: Search your library for a basic forest and put it onto the battlefield.  Shuffle. 
{G} {G}, {Tap}, Sac ~: Search your library for a forest and put it onto the battlefield.  Shuffle.  Each opponent sacrifices an artifact and enchantment.
« Last Edit: June 01, 2010, 12:03:09 pm by A_Outcast » Logged

DubDub
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« Reply #1 on: May 26, 2010, 07:33:26 am »

These are better than basics in most situations.  You haven't specified "Basic Island" etc, so they can fetch duals, and there's no life loss.  If I were playing a deck where all fetchable lands have the Island type (which I personally often do) then Gushing River just saves me a life compared to the four regular fetches I might use.  Plus you've given them a positive ability that can be re-used each turn?  I think some number of charge counters that quickly run out are appropriate (say, 2 charges).

Also, the name Dormant Volcano has already been used.
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« Reply #2 on: May 26, 2010, 10:39:33 am »

Technical error: These need to have the usual shuffle after searching text added.

Balance: These need to ETBT or have the land you fetch ETBT. Agreed w/ DubDub that the abilities are way too strong when reusable. I'd even argue that two charges is too good. Compare Sejiri Steppe or Halimar Depths to your analogue.

How about having these cost MANA + TAP + SAC to fetch, the land still comes in untapped, and the abilities trigger on sacrifice? That lets you fetch duals (but at tempo loss instead of life loss), and creates cases where people have to decide if it's more important to fetch now or save the ability for a clutch moment. Might be a bit on the weak side, but for anyone who wants cheaper fetching, there's already two sets of those.
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« Reply #3 on: May 26, 2010, 10:51:10 am »

Technical error: These need to have the usual shuffle after searching text added.

Balance: These need to ETBT or have the land you fetch ETBT. Agreed w/ DubDub that the abilities are way too strong when reusable. I'd even argue that two charges is too good. Compare Sejiri Steppe or Halimar Depths to your analogue.

How about having these cost MANA + TAP + SAC to fetch, the land still comes in untapped, and the abilities trigger on sacrifice? That lets you fetch duals (but at tempo loss instead of life loss), and creates cases where people have to decide if it's more important to fetch now or save the ability for a clutch moment. Might be a bit on the weak side, but for anyone who wants cheaper fetching, there's already two sets of those.
I think two charges is pushing it, yes.  But it's still a huge step down from Mother of Runes on a land.  Especially a land that protects itself from Wasteland.

The look at the top three trigger would be pretty bad if it triggered on sacrifice.  Maybe the effect happens after the search and shuffle?  However, if the fetch ability has a target (like target creature gets +2/+0), spot removal becomes 2-for-1 Stone Rain.  I'm not sure what the right template is.

If the fetch abilities cost mana then the lands should be able to produce colorless by themselves.  Which is something Wizards has said they try to do now (Eldrazi Temple and ZEN fetches notwithstanding).
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Vintage is a lovely format, it's too bad so few people can play because the supply of power is so small.

Chess really changed when they decided to stop making Queens and Bishops.  I'm just glad I got my copies before the prices went crazy.
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« Reply #4 on: May 26, 2010, 11:31:28 am »

I'd be fine with these producing colorless.

Maybe just change the blue ability to some other than Ponder? TBH, I'm inclined to say all of these abilities should probably be more distinct. With ZEN being so recent, these feel close enough to nearly be functional reprints.

Actually, another weird idea I just had... how about making all of these abilities trigger off lands ETB from the library? Feels almost like a blend of the landfall and ally mechanics to me. I realize that doesn't matter, since the block is already completely released, but I like the way it matches up.
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« Reply #5 on: May 26, 2010, 02:03:24 pm »

What about making them all enter the battlefield tapped, and have those abilities when the lands enter the battlefield. You'd need to give them smaller bonuses than the Zendikar lands or give it some other drawback, but then it's got more synergy between the two abilities.
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« Reply #6 on: May 26, 2010, 02:06:54 pm »

What about making them all enter the battlefield tapped, and have those abilities when the lands enter the battlefield. You'd need to give them smaller bonuses than the Zendikar lands or give it some other drawback, but then it's got more synergy between the two abilities.

or what about having the ability as a delayed trigger for when the fetched out land enters the battlefield?

T, sac,: Search your library for a (insert basic land type here) and put it onto the battlefield tapped, then shuffle your library. If you do, do X.
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« Reply #7 on: May 26, 2010, 03:37:34 pm »

What about making them all enter the battlefield tapped, and have those abilities when the lands enter the battlefield. You'd need to give them smaller bonuses than the Zendikar lands or give it some other drawback, but then it's got more synergy between the two abilities.

or what about having the ability as a delayed trigger for when the fetched out land enters the battlefield?

T, sac,: Search your library for a (insert basic land type here) and put it onto the battlefield tapped, then shuffle your library. If you do, do X.

I don't think that's really a delayed trigger though, that's just part of the effect that happens after the search and shuffle.  A delayed trigger would be like: "At the beginning of the next turn's upkeep, do X."

A random thought I had while doing this, would be like kicker for fetches:

Gushing River
 {Tap}: Add  {1} to your mana pool.
  {1}, {Tap}, Sac ~: search your library for a basic Island and put it onto the battlefield tapped.  Shuffle.
 {U} {U}{Tap}, Sac ~: search your library for an Island card and put it onto the battlefied.  Shuffle.  Scry 2.

The first two abilities alone make these worse than panoramas.  But the last allows you to upgrade to a dual in the late game, that doesn't have to come into play tapped.  And you get a bonus.

They could be pretty complicated, though, and wouldn't work for limited mana fixing unless Shocks were reprinted.  Probably my version are rare lands destined for EDH play only.

P.S. Yes, I really just want a red version of mine above for my Radha EDH deck that could Loam it back every turn:

Sword-Stone Cliffs
 {Tap}: Add  {1} to your mana pool.
  {1}, {Tap}, Sac ~: search your library for a basic Mountain and put it onto the battlefield tapped.  Shuffle.
 {R} {R}{Tap}, Sac ~: search your library for a Mountain card and put it onto the battlefied.  Shuffle.  Creatures your opponents control can't block this turn.
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Vintage is a lovely format, it's too bad so few people can play because the supply of power is so small.

Chess really changed when they decided to stop making Queens and Bishops.  I'm just glad I got my copies before the prices went crazy.
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« Reply #8 on: May 26, 2010, 04:51:05 pm »

I don't think that's really a delayed trigger though, that's just part of the effect that happens after the search and shuffle.  A delayed trigger would be like: "At the beginning of the next turn's upkeep, do X."

A random thought I had while doing this, would be like kicker for fetches:
Gushing River
 {Tap}: Add  {1} to your mana pool.
  {1}, {Tap}, Sac ~: search your library for a basic Island and put it onto the battlefield tapped.  Shuffle.
 {U} {U}{Tap}, Sac ~: search your library for an Island card and put it onto the battlefied.  Shuffle.  Scry 2.
Interesting idea. I think this would probably be fine w/ the basic fetching not having a mana cost.

Sword-Stone Cliffs
 {Tap}: Add  {1} to your mana pool.
  {1}, {Tap}, Sac ~: search your library for a basic Mountain and put it onto the battlefield tapped.  Shuffle.
 {R} {R}{Tap}, Sac ~: search your library for a Mountain card and put it onto the battlefied.  Shuffle.  Creatures your opponents control can't block this turn.
The kicked fetch ability is waaay too good. It should be target creature, or something similar.
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« Reply #9 on: May 26, 2010, 07:38:18 pm »

I don't think that's really a delayed trigger though, that's just part of the effect that happens after the search and shuffle.  A delayed trigger would be like: "At the beginning of the next turn's upkeep, do X."

A random thought I had while doing this, would be like kicker for fetches:
Gushing River
 {Tap}: Add  {1} to your mana pool.
  {1}, {Tap}, Sac ~: search your library for a basic Island and put it onto the battlefield tapped.  Shuffle.
 {U} {U}{Tap}, Sac ~: search your library for an Island card and put it onto the battlefied.  Shuffle.  Scry 2.
Interesting idea. I think this would probably be fine w/ the basic fetching not having a mana cost.

Sword-Stone Cliffs
 {Tap}: Add  {1} to your mana pool.
  {1}, {Tap}, Sac ~: search your library for a basic Mountain and put it onto the battlefield tapped.  Shuffle.
 {R} {R}{Tap}, Sac ~: search your library for a Mountain card and put it onto the battlefied.  Shuffle.  Creatures your opponents control can't block this turn.
The kicked fetch ability is waaay too good. It should be target creature, or something similar.

I think using the panoramas as a starting point is correct.  Yes, Sword-Stone Cliffs is too good, but I can dream right?  I was thinking about putting infest on the black one, and disenchant on the white one... hehe.

Since exists, I don't really think "can't block" belongs on another ETB land effect.  Maybe +1/+0 and gain first strike?

My thought for the green one would be like Krosan Verge.   {G} {G}{Tap}, Sac ~: search your library for two Forest cards and put them onto the battlefield.
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Vintage is a lovely format, it's too bad so few people can play because the supply of power is so small.

Chess really changed when they decided to stop making Queens and Bishops.  I'm just glad I got my copies before the prices went crazy.
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« Reply #10 on: May 29, 2010, 02:19:19 am »

I kind of want the second effec to not be a fetch effect so, but a reusable effect, so late game they aren't fetches but utility lands, however i really do like the fetch+something mechanic.  ill change them to similar to dubdubs template.

I dont like the first one fetching because your already putting 1 mana plus tapping the land so if it comes into play tapped then you net -3 mana, wereas if it doesnt come into play tapped you only net -1 mana.
« Last Edit: May 29, 2010, 02:24:22 am by A_Outcast » Logged

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« Reply #11 on: May 29, 2010, 04:46:57 am »

These things are close to being..."Well duh i'm white, OFCOURSE i'm playing this card" That said, i love 'em Wink
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« Reply #12 on: May 29, 2010, 08:31:23 am »

However, if the fetch ability has a target (like target creature gets +2/+0), spot removal becomes 2-for-1 Stone Rain.  I'm not sure what the right template is.

Two problems with having targets in the fetch ability: 1) the ability fizzles if its only target is removed, and 2) the ability can't even be triggered without a legit target.  I think a "when that land enters the battlefield, you may choose..." template works and avoids these problems (though you can then select a shroud/pro-land creature I suppose).

And I'll say it again, 'Dormant Volcano' has already been used.  Also, Marsh (Marsh Flats and Piranha Marsh having recently been used) and Meadow are a bit bland.  I like 'Noxious Path' for the black one, though mine does Infest, and 'Open-Air Temple' for the white one.  I've already mentioned 'Sword-Stone Cliffs' as my name for the red one.

Glad to have converted you, at least on some features of the cycle!
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Vintage is a lovely format, it's too bad so few people can play because the supply of power is so small.

Chess really changed when they decided to stop making Queens and Bishops.  I'm just glad I got my copies before the prices went crazy.
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« Reply #13 on: May 30, 2010, 02:46:53 am »

However, if the fetch ability has a target (like target creature gets +2/+0), spot removal becomes 2-for-1 Stone Rain.  I'm not sure what the right template is.

Two problems with having targets in the fetch ability: 1) the ability fizzles if its only target is removed, and 2) the ability can't even be triggered without a legit target.  I think a "when that land enters the battlefield, you may choose..." template works and avoids these problems (though you can then select a shroud/pro-land creature I suppose).

And I'll say it again, 'Dormant Volcano' has already been used.  Also, Marsh (Marsh Flats and Piranha Marsh having recently been used) and Meadow are a bit bland.  I like 'Noxious Path' for the black one, though mine does Infest, and 'Open-Air Temple' for the white one.  I've already mentioned 'Sword-Stone Cliffs' as my name for the red one.

Glad to have converted you, at least on some features of the cycle!

Sorry I missed the fact that the Dormant Volcano has been used, ill switch to your suggestions Smile  I'll change the wording slightly on the lands to not target.  This way they dont need a target when put on the stack so you can just do it. Also adding may so you cant just end up hurting yourself.

Also changed the effect of the green land slightly.
« Last Edit: May 30, 2010, 02:55:31 am by A_Outcast » Logged

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« Reply #14 on: June 01, 2010, 11:08:33 am »

I'd suggest putting these in WUBRG order, just so it's more intuitive to look at. I scrolled to the bottom of the list to look for the change you mentioned to the green one, then wondered if the list got cut off for half a second before realizing they weren't in the traditional order. Not really a big deal, I know. Just sayin.

Wording on the red one needs to be cleaned up, I think you left an extra "gains" in there. Also, I think that untargeted pump like this is a bad idea. It sets a really weird precendent for being able to "target" shrouded creatures without technically targeting them. People have enough trouble as is with cards like Sovereigns of Lost Alara. Maybe replace the ability with something like "Creatures you contol gain haste until EOT"?

The green one might be too strong. Depending on your stance, Regrowth may be a candidate for unrestriction, but I suspect most of us can agree that it's a borderline case. Making an unrestricted uncounterable version with other utility is probably too big a step. How about if it returned the card to your library instead? I also have the same issue with this card "targeting without targeting".
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« Reply #15 on: June 01, 2010, 11:36:23 am »

I'd suggest putting these in WUBRG order, just so it's more intuitive to look at. I scrolled to the bottom of the list to look for the change you mentioned to the green one, then wondered if the list got cut off for half a second before realizing they weren't in the traditional order. Not really a big deal, I know. Just sayin.

Wording on the red one needs to be cleaned up, I think you left an extra "gains" in there. Also, I think that untargeted pump like this is a bad idea. It sets a really weird precendent for being able to "target" shrouded creatures without technically targeting them. People have enough trouble as is with cards like Sovereigns of Lost Alara. Maybe replace the ability with something like "Creatures you contol gain haste until EOT"?

The green one might be too strong. Depending on your stance, Regrowth may be a candidate for unrestriction, but I suspect most of us can agree that it's a borderline case. Making an unrestricted uncounterable version with other utility is probably too big a step. How about if it returned the card to your library instead? I also have the same issue with this card "targeting without targeting".

The issue with it targeting is if you remove the target before the effect resolves you counter the fetch.  And I'm not sure how to make it a triggered without making the card too wordy.  Plus there is always stifle which can counter the ability.  Stifle actually works doubletime by countering a fetch AND  regrowth.  My only concern is the white one being too strong  by being able to hit inkwell.  I might change them to hitting noncreatures to make them not be an autoanswer to tinker.
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« Reply #16 on: June 01, 2010, 11:51:10 am »

The issue with it targeting is if you remove the target before the effect resolves you counter the fetch.  And I'm not sure how to make it a triggered without making the card too wordy.  Plus there is always stifle which can counter the ability.  Stifle actually works doubletime by countering a fetch AND  regrowth.  My only concern is the white one being too strong  by being able to hit inkwell.  I might change them to hitting noncreatures to make them not be an autoanswer to tinker.
I understand the targeting issue, my point is that I think creating effects that "target in everything but name" is a bad idea in general. I recommend just changing all of the abilities to ones that do not target. Maybe stuff like the following:

White = If any creatures are attacking you, each attacking player sacrifices a creature.
Blue = Scry 2
Black = Each opponent sacrifices a green or white creature.
Red = All your creatures gain haste til EOT.
Green = Each opponent sacrifices an artifact and an enchantment.

Alternately, you can use my older suggestion, and make the abilities trigger off lands ETB from the library (although that would require toning them down from the above list).
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« Reply #17 on: July 16, 2010, 09:49:44 pm »

These lands are pretty broken; they need to CIPtapped or something.
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« Reply #18 on: July 19, 2010, 02:09:46 pm »

These lands are pretty broken; they need to CIPtapped or something.
Broken how? Paying UU for a gimped Preordain and not losing a life (as compare to Delta/Strand) isn't really a powerplay in my book.
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« Reply #19 on: July 22, 2010, 03:12:43 pm »

The sacrifice effects are way too powerful. Make them symmetrical instead.
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« Reply #20 on: July 23, 2010, 02:28:03 pm »

The sacrifice effects are way too powerful. Make them symmetrical instead.
How are they too powerful? They all cost double of a given color to activate. UU for "Scry 2. this spell cannot be countered by spells and abilities" would be unplayable.

Tacking it onto a fetch effect makes it interesting, but not unreasonably good. What broken plays do you forsee this enabling?
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« Reply #21 on: July 23, 2010, 02:42:38 pm »

The sacrifice effects are way too powerful. Make them symmetrical instead.
How are they too powerful? They all cost double of a given color to activate. UU for "Scry 2. this spell cannot be countered by spells and abilities" would be unplayable.

Tacking it onto a fetch effect makes it interesting, but not unreasonably good. What broken plays do you forsee this enabling?

UU for "find an island and put it into the battelfield, then shuffle, then Scry 2" is insane and would be highly playable, especally as kicker spell like this:


Insane Fixing
U
Search your libary for a basic island nad put it OTB.
KickerU: find an island and put it into the battelfield, then shuffle, then Scry 2

I'd run 4.
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« Reply #22 on: July 23, 2010, 03:24:38 pm »

UU for "find an island and put it into the battelfield, then shuffle, then Scry 2" is insane and would be highly playable, especally as kicker spell like this:

Insane Fixing
U
Search your libary for a basic island nad put it OTB.
KickerU: find an island and put it into the battelfield, then shuffle, then Scry 2

I'd run 4.
Yeah, of course it's dumb when you ignore the cost of eating a land drop. The below card is stupid broken, and would be played as a 4-of in tons of decks as well.

Uberdelta
0
Sorcery
As an additional cost to cast Uberdelta, pay 1 life.
Search your library for an island or swamp and put it into play, then shuffle.


Or how about this?

Ubershop
0
Land
{T}: Add {3} to your mana pool. Spend this mana only to cast artifact spells.
You may play an additional land on the turn Ubershop enters the battlefield.
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« Reply #23 on: July 23, 2010, 03:38:31 pm »

Sprouting Tree 2 for 1's your opponent and is NEVER DEAD cause if you can't 2 for 1 you can just fetch land instead. It's a disenchant that taps for mana. Let me rephrase that, it is a disenchant that gets rid of shroud permanents and taps for mana... AND it can't be countered except by stifle. For christ sake, it doesn't even come into play tapped. Never mind the brokenness in standard or extended, I would play 4 of these babies over wasteland in workshop and elfcombo.

Open Air Temples with Sprouting Trees and Riftstone Portals. oh yeah
« Last Edit: July 23, 2010, 03:41:49 pm by BruiZar » Logged
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« Reply #24 on: July 23, 2010, 03:57:27 pm »

i didn'tven read the tree one. That one is retardedly broken in Vintage- i'd run 10 I could.
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« Reply #25 on: July 23, 2010, 03:57:54 pm »

Sprouting Tree 2 for 1's your opponent and is NEVER DEAD cause if you can't 2 for 1 you can just fetch land instead. It's a disenchant that taps for mana. Let me rephrase that, it is a disenchant that gets rid of shroud permanents and taps for mana... AND it can't be countered except by stifle. For christ sake, it doesn't even come into play tapped. Never mind the brokenness in standard or extended, I would play 4 of these babies over wasteland in workshop and elfcombo.

Open Air Temples with Sprouting Trees and Riftstone Portals. oh yeah
This is NOT a disenchant, just as Diabolic Edict is not the same thing as Terminate. Are you seriously trying to tell me that this card is broken because it has a backup plan of paying GG to fetch up a goddamn Tropical Island? Since when is GG1 for a Hull Breach playable? Especially when that Hull Breach misses Vault every time you opponent has a Mox on the table?

How about this? Take your shop list, make the swap with Wasteland, and see how many games you get in testing before you realize that you just absolutely ratfucked your deck. If the number is higher than 10 games, I will be astounded.


Edit: Added response below
i didn'tven read the tree one. That one is retardedly broken in Vintage- i'd run 10 I could.
If you can put together any realistically viable list running ten copies of that card, I will change my signature to say that "I was an idiot and Killane was right" for a month.
« Last Edit: July 23, 2010, 04:04:07 pm by Delha » Logged

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« Reply #26 on: July 23, 2010, 05:46:23 pm »

UU for "find an island and put it into the battelfield, then shuffle, then Scry 2" is insane and would be highly playable, especally as kicker spell like this:

Insane Fixing
U
Search your libary for a basic island nad put it OTB.
KickerU: find an island and put it into the battelfield, then shuffle, then Scry 2

I'd run 4.
Yeah, of course it's dumb when you ignore the cost of eating a land drop. The below card is stupid broken, and would be played as a 4-of in tons of decks as well.

Uberdelta
0
Sorcery
As an additional cost to cast Uberdelta, pay 1 life.
Search your library for an island or swamp and put it into play, then shuffle.


Or how about this?

Ubershop
0
Land
{T}: Add {3} to your mana pool. Spend this mana only to cast artifact spells.
You may play an additional land on the turn Ubershop enters the battlefield.


So when will Ubershop be printed?  Smile  This would be soooooo freaking busted.  Gave me a hardon thinking about sacing it to stack them replaying it with crucible...and also dropping a strip mine.  Feeding smokestack at 1 + raping land=priceless.  Even if that land tapped for 1 mana that you could only use to play artifacts I would run it.  If it didnt tap for mana at all, I might still run 1 as a tutor/bazaar finding target.  Free permanents are the balls.
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BruiZar
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« Reply #27 on: July 24, 2010, 05:30:29 am »

The thing is, when you're playing with a "disenchedict" land, you don't ahve to fetch because it produces colorless mana without a drawback. Mishra's Factory produces colorless mana too and becomes a 2/2 creatures, and that is good enough for vintage. The Tree allows you to have maindeck removal without spending any real slots to it. I mean, I'd definately play them if they were to be printed, I'm just saying its very broken. 1GG for an uncounterable removal spell for artifacts (and leylines) is about the same cost of Krosan Grip, but now it taps for mana and can dodge wasteland through its fetch abillity or sacrifice ability. Crucible recursion with a tree is much better than with strip mine.

This thing can make you
Sacrifice mox -1 mana
Sacrifice mana crypt or sol ring -2 mana
sacrifice a mox with Tolarian academy on the table -2 mana
sacrifice a DSC/Sphinx/Inkwell Leviathan
sacrifice a Leyline of the Void

I´m honestly interested in this card because it could give Elfcombo a boost and I love that deck. It would also help unpowered decks combat powered decks and gives an answer to workshop with 'protection from spheres'
« Last Edit: July 24, 2010, 05:33:18 am by BruiZar » Logged
Delha
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« Reply #28 on: July 26, 2010, 01:32:48 pm »

The thing is, when you're playing with a "disenchedict" land, you don't ahve to fetch because it produces colorless mana without a drawback. Mishra's Factory produces colorless mana too and becomes a 2/2 creatures, and that is good enough for vintage. The Tree allows you to have maindeck removal without spending any real slots to it. I mean, I'd definately play them if they were to be printed, I'm just saying its very broken. 1GG for an uncounterable removal spell for artifacts (and leylines) is about the same cost of Krosan Grip, but now it taps for mana and can dodge wasteland through its fetch abillity or sacrifice ability. Crucible recursion with a tree is much better than with strip mine.
{1} {G} {G} is way worse of a cost than  {2} {G}. It is a much worse cost for a much weaker effect. Also, note that Split Second is a far stronger trait than being uncounterable.

Fetching in response to Waste is a bad argument as well. If you're holding up GG to fetch with, their Wasteland is already having triple the effect of just killing a damn land. If you're not holding up that mana, then congrats on your basic forest.

Remember also that I'm not trying to disprove the value of this cycle of cards. If they are exactly on par with other cards currently available, that's a point in favor of my argument. I'm disputing your claims that these cards are too broken to see print.
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I suppose it's mostly the thought that this format is just one big Mistake; and not even a very sophisticated one at that.
Much like humanity itself.
Darkenslight
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« Reply #29 on: July 26, 2010, 03:14:59 pm »

For the Green secondary ability, why not this:

{G} {G}{Tap}, Sacrifice ~: Search your library for a Forest card and it ETB, then you may search for another land, reveal it, and put it into your hand.  Then shuffle your library. 

I'd say that's pretty good.
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