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Author Topic: Since we are on land ideas  (Read 2452 times)
TheShop
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« on: May 30, 2010, 08:08:14 pm »

Aether Plane

tap: add 1 mana.

1U, tap, sac Aether Plane: return target nonland permanent to it's owner's hand.


Ganja Plane

tap: add 1 mana.

1G, tap, sac Aether Plane: fog.


Plain Plane

tap: add 1 mana.

1W, tap, sac:  disenchant.


Dark Plane

tap: add 1 mana.

1B, tap, sac:  edict.


Toasted Plane

tap: add 1 mana

1R, tap, sac: 2 dmg to all creatures and players.

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Hellsing293
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« Reply #1 on: May 31, 2010, 12:13:10 am »

I think they seem a little too powerful.  Comes into play tapped would seem like a perfect fit though.
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Chill79
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« Reply #2 on: May 31, 2010, 05:18:26 am »

I think they seem a little too powerful.  Comes into play tapped would seem like a perfect fit though.

i don't think so,they have to be sac,produce colorless and "eat" landdrop..
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« Reply #3 on: May 31, 2010, 07:15:07 am »

still too strong. Upping the mana cost on each effect to 1xx would balance them I think. Being from lands makes them close to uncounterable- referencing Wipe Away, Krosan Grip, Volcanic Fallout, the CMC for these effects to be uncounterable is pretty clearly 3.
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« Reply #4 on: May 31, 2010, 10:52:21 am »

These might be fine if they exiled themselves. They're too strong, especially the blue and black ones, with a Loam or a Crucible.
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« Reply #5 on: May 31, 2010, 10:54:19 am »

How about activation costs of 1 colored and double colorless (and tap, sac...)
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Mantis
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« Reply #6 on: May 31, 2010, 04:25:04 pm »

Only allowing them to be used the turn they come into play might be an elegant solution.
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DubDub
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« Reply #7 on: May 31, 2010, 05:18:19 pm »

Only allowing them to be used the turn they come into play might be an elegant solution.
That doesn't really stop them from being used each turn with Loam or Crucible.
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« Reply #8 on: May 31, 2010, 06:48:17 pm »

So we will make sure not to print these in the same set as crucible and life? Seriously, i think ext, legacy and vintage can handle life from the loam/crucible recurring these lands.
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Delha
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« Reply #9 on: June 01, 2010, 11:16:03 am »

Recurring the white one every turn strikes me as potentially devastating in Vintage. That said, if the costs get bumped to {2}X as TheShop said, I think they're slow enough that nobody can call them unfair.
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« Reply #10 on: June 01, 2010, 01:34:43 pm »

I think the extra cost makes them unplayable...which is sad

when i think of "unfair" I think tinker, bargain, yawgwill...these lands are strong, and were templated after the Seal cycle.  Good, but fair.  Disenchanting every turn means no land drops...it is potentially stronger when being preventative and sitting in play.
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