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  • posted a message on [ARB]Playmats/Card Art and names
    Here's my stab in the dark:

    Mistvein Borderpost :symu::symb:
    Artifact
    You may reveal a black card and a blue card from your hand instead of paying its mana cost
    Comes into play tapped
    T, add blue mana or :symb:, you lose 1 life

    Solves the problem of having a multicolored fixer quite elegantly, IMHO.
    Posted in: The Rumor Mill
  • posted a message on [ARB]Playmats/Card Art and names
    Quote from URwiz87
    Aren't enough to...what?


    To play all the shiny new gold cards we're about to get!:D
    Or maybe I'm just bitter that WoTC isn't putting powerful multi-lands in the goldest block ever.:mad:

    This leads me to believe this cycle will be some kind of off the wall way to fix mana that makes sense in the context of being gold. I think that some type of alternate cost or new block mechanic will be utilized, seeing as a mana fixer with multiple types of mana in its cost is just plain clunky.
    Posted in: The Rumor Mill
  • posted a message on [ARB]Playmats/Card Art and names
    As for thinking the block doesn't need more fixing:

    I think the block does need more fixing. Lets face it, we aren't going to see panoramas, obelisks, or the landcycling cycle burning up the tournament scene anytime soon. Some type of strong fixing needs to happen in reborn cause CIPT lands, Ancient Zigguraut, and Exotic Orchard aren't enough
    Posted in: The Rumor Mill
  • posted a message on New (Rare) Dual Lands Confirmed for M10: But what will they be?
    Quote from Fort
    M10 GR Dual
    Land - Forest Mountain
    M10 GR Dual comes into play with 3 charge counters on it.
    T, remove a charge counter: Add R or G to your mana pool.
    If there are no charge counters on M10 GR Dual, return it to it's owners hand.

    So a dual land that have both land types, but bounces back if you use it 3 times.


    Other that having basic types, (as that would allow the land to always produce G and R, ruleswise) seems like a perfectly reasonable idea, though if they do charge lands i think it will be more like:

    Land
    Comes into play with three charge counters
    T, add 1 to mana pool
    T, remove counter add X or Y to mana pool
    Posted in: Speculation
  • posted a message on [ARB]Playmats/Card Art and names
    I still don't see how they are going to pull off colored artifacts that fix mana. It seems completely counter intuitive to do such a thing. Maybe some type of alternate cost? I just hope they don't tack on landcycling.

    Also, having colored artifacts that aren't infused with etherium makes my inner Vorthos cry.

    btw hey all, after reading these forums for months, I decided to join =)
    Posted in: The Rumor Mill
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