And it's also not really a dual land. I still think my favorite design is the one that mirrors the Lorwyn tribal lands. Stuff like:
Mangrove forest
Land
As ~ comes into play, you may reveal a green or blue card from your hand. If you don't, ~ comes into play tapped.
:symtap:: Add U or G to your mana pool.
I know this has been suggested many times, but IMO, it seems the most likely choice. No life loss, no convoluted drawbacks, can add mana on turn one, not a fetchland or anything like that. It would warrent rare status, it would be useful, it would be loved by players, and it is a dual land in every essensce, aside from having basic land types, I suppose. I know some may think that revealing a green or blue card may not be enough of a drawback, but you have to remember that both Meddling Mage AND Thought Hemorrhage will be around with these things. This, to me, just seems like the most likely design. This is what I'm betting on, or something very, very similar.
And it's also not really a dual land. I still think my favorite design is the one that mirrors the Lorwyn tribal lands. Stuff like:
Mangrove forest
Land
As ~ comes into play, you may reveal a green or blue card from your hand. If you don't, ~ comes into play tapped.
:symtap:: Add U or G to your mana pool.
I know this has been suggested many times, but IMO, it seems the most likely choice. No life loss, no convoluted drawbacks, can add mana on turn one, not a fetchland or anything like that. It would warrent rare status, it would be useful, it would be loved by players, and it is a dual land in every essensce, aside from having basic land types, I suppose. I know some may think that revealing a green or blue card may not be enough of a drawback, but you have to remember that both Meddling Mage AND Thought Hemorrhage will be around with these things. This, to me, just seems like the most likely design. This is what I'm betting on, or something very, very similar.
I agree, Well i haven't read the entire thread just the last few pages. The Murmuring Bosk (cycle) is a good idea i think but with lands..
So you could ...
Mangrove forest
Land
As ~ comes into play, you may reveal a Forest or an Island from your hand. If you don't, ~ comes into play tapped.
:symtap:: Add U or G to your mana pool.
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BGUSULTI ELEVENSBGU
hatred
I will flay the skin from your flesh,
the flesh from your bones,
and scrape your bones dry,
and still you will not have suffered enough!
Quote the Ryxsyn;
NeVeRMoRe!
You either die a hero, or you live long enough to see yourself become the villain!
-Harvey Dent
But it's basically strictly better than the original Flags, which I'm not sure WotC would be too keen about. Remember, the original Flags saw tournament play.
The Apocalypse enemy-color painlands were strictly better than the Tempest ones (Tempest's came into play tapped, Apocalypse's don't).
The current 3-color taplands are strictly better than the 2-color ones (which were core set staples for several years).
Also, no, it's NOT "strictly" better. Flagstones could get any Plains card (including shocklands). This cycle can only get BASIC lands.
So if you had 2 Flagstones bite it, you could fetch any combination of WU+WU, WB+WB, WR+WR, WG+WG, WU+WB, WU+WR, WU+WG, WB+WR, WB+WG (all of which actually INCREASE your color mana options). That's a LOT of color combos right there. In fact, it's literally the option of ANY 2 colors of nonwhite mana, plus the option of Wx and WW for each.
If you have 2 of these bite it (say my WB one), you can only fetch W+W, W+B, or B+B. That's 1/3 as many combinations (3 combos vs 9), and each combination is only 1/4 as flexible (whichever combo you chose gives you only that 1 pairing, whereas the Flagstones + shockland gives you Wx, Wy, WW, or xy). The inidivual land is obviously 2x as effective as an individual Flagstones.
(tldr version)
So, in effect, while these lands would be awesomely worthy of competitive play, and they do give 2 colors immediately... they don't obsolete Flagstone of Trokair in any way, being only ~1/12 as effect in their search options.
So Flagstones spinoff seems the best so far... it's good enough to justify a 4-of, without being ridiculous because multiples begin to limit your mana flexibility.
Flag-Scrubland
Legendary Land - Plains Swamp
When Flag-Scrubland is put into a graveyard from play, you may search your library for a basic Plains or basic Swamp and put it into play tapped.
:symtap:: Add or to your mana pool.
I suggested this a while back and was basically told that players feel Flagstones is already borderline overpowered, and something like this would just be too strong. I could see why both you and your opponent having a deck full of these could be a serious problem.
ok I am not sure if something like this has been suggested or not but here is one of my thoughts.
New land.
When this comes in to play each opponent may search their libary for a land card reveal it and put it iin their hand.
T add W or G to your mana pool
ok I am not sure if something like this has been suggested or not but here is one of my thoughts.
New land.
When this comes in to play each opponent may search their libary for a land card reveal it and put it iin their hand.
T add W or G to your mana pool
Waaaaaay too underpowered. Common level, if that. This has the same drawback that PtE has, except the opps can search for ANY land, not any basic, so duals are fair game.
New land.
When this comes in to play each opponent may search their libary for a land card reveal it and put it iin their hand.
T add W or G to your mana pool
Not bad, but I have trouble with lands interacting with other players. First of all, this is a bit crazy in Multiplayer, (and WotC seems to be considering those aspects now, with cards like Breath of Malfegor and that Grixis guy who gets counters when a player looses the game).
Also, they mentionned the lands would have an ability that doesn't ''help'' any color more than the other. For example if the lands was :
''This comes into play tapped unless you have an opponent draw a card'', this would help Blue players a lot more than white or green ones. And in your case, green would like much more than white (for example) to fetch a land when your opponent plays one
I personnaly agree with the people who suggested the ''reveal lands''. Either reveal a card of the colors of the land (syngergy with all the multicolor from Alara) or reveal a basic lands (synergy with was is expected to be in Zendikar).
I put my money on :
Fields of Blight
Land
When Field of Blight come into play, you may reveal a Plains or Swamp from your hand. If you don't, Field of Blight comes into play tapped.
Tap : Add W or B to your mana pool
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Some kind of witty comment should be here.
I'm sure you can think of something by yourself.
I suggested this a few pages back and was really looking forward to some feedback that never came. Maybe I can try again...
<tempo land rg>
land t: add 1 to your mana pool.
t: add R or G to your mana pool. Target opponent may place a basic land from their hand into play tapped.
That drawback is too big IMO. If your opponent goes first and you play something turn 1, your opponent will have 3 lands in play on their second turn. They will flat out destroy you before you can do anything.
The Apocalypse enemy-color painlands were strictly better than the Tempest ones (Tempest's came into play tapped, Apocalypse's don't).
The current 3-color taplands are strictly better than the 2-color ones (which were core set staples for several years).
And those cards that got obsoleted were way worse than Flagstones. Making cards that obsolete other cards is okay when the cards being obsoleted are bad/restrictive/mediocre, but obsoleting a card as powerful as Flagstones?
Also, no, it's NOT "strictly" better. Flagstones could get any Plains card (including shocklands). This cycle can only get BASIC lands.
So if you had 2 Flagstones bite it, you could fetch any combination of WU+WU, WB+WB, WR+WR, WG+WG, WU+WB, WU+WR, WU+WG, WB+WR, WB+WG (all of which actually INCREASE your color mana options). That's a LOT of color combos right there. In fact, it's literally the option of ANY 2 colors of nonwhite mana, plus the option of Wx and WW for each.
If you have 2 of these bite it (say my WB one), you can only fetch W+W, W+B, or B+B. That's 1/3 as many combinations (3 combos vs 9), and each combination is only 1/4 as flexible (whichever combo you chose gives you only that 1 pairing, whereas the Flagstones + shockland gives you Wx, Wy, WW, or xy). The inidivual land is obviously 2x as effective as an individual Flagstones.
(tldr version)
So, in effect, while these lands would be awesomely worthy of competitive play, and they do give 2 colors immediately... they don't obsolete Flagstone of Trokair in any way, being only ~1/12 as effect in their search options.
True, I hadn't thought about the shocklands, so "strictly better" was a poor choice of words (as it almost always turns out to be) on my part. But then again that "drawback" in comparison to Flagstones only matters in decks with three or more colors, and in addition they have the added benefit of the land types themselves, so they can be searched out by other cards while the original Flagstones cannot. I think they could be plausible without the land types, though.
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They call me Hadoken 'cause I'm down-right fierce.
That is my favorite dual land idea from this entire thread. Alot of the proposed ideas have rather insane drawbacks.
Thank you. I do not think it is too far fetched either given the hype. I seem to remember someone saying that hyped dual lands are the ones that end up being the strongest, like the ravnica duals which were talked about by wizards before their release. So these could follow in suit?
Whispering Glade
Land t: Add U or G to your mana pool.
As ~ comes into play, you may choose target opponent. If you do, that opponent may draw a card. If you don't, ~ comes into play tapped instead.
I suggested this a while back and was basically told that players feel Flagstones is already borderline overpowered, and something like this would just be too strong. I could see why both you and your opponent having a deck full of these could be a serious problem.
See post #654 for the reasons in which my version is NOT overpowered and, in effect, actually weaker than Flagstones. The key word is searching for a BASIC of the appropriate landtype.
Quote from Hadoken »
And those cards that got obsoleted were way worse than Flagstones. Making cards that obsolete other cards is okay when the cards being obsoleted are bad/restrictive/mediocre, but obsoleting a card as powerful as Flagstones?
Again, see post #654.
Quote from Hadoken »
True, I hadn't thought about the shocklands, so "strictly better" was a poor choice of words (as it almost always turns out to be) on my part. But then again that "drawback" in comparison to Flagstones only matters in decks with three or more colors, and in addition they have the added benefit of the land types themselves, so they can be searched out by other cards while the original Flagstones cannot. I think they could be plausible without the land types, though.
Ah, so you can read. Now, re-read it because you're just not getting the point. When these lands bite it, you only get ONE color from the fetched land. There are no multicolor shenanigans or tricks. These lands are not as flexible as Flagstones, tehcnically not even the shocklands. You're trading the 2-life issue for the fact that you can't put more than 1 in play without immediately restricting yourself to 1 color for each land.
Flexibility is what is being traded, in a manner which does not obsolete either Flagstones or the Shocklands. These strike that excellent balance between being great and deserving of rarity and chase factor, but not being overpowered, and not obsoleting anything (even the Panoramas still get to boast that they can search for 3 options).
See post #654 for the reasons in which my version is NOT overpowered and, in effect, actually weaker than Flagstones. The key word is searching for a BASIC of the appropriate landtype.
I know. It's exactly what I suggested on page 14.
Quote from ShadowFenril »
Serra's Grove
Legendary Land
T: Add G or W to your mana pool. When ~ is put into a graveyard from play, search your library for a basic forest or plains and put it into play tapped. Then shuffle your library.
Too powerful? The only immediate drawback I see is that having a whole deck full of these would allow for a lot of deck thinning, and it would pretty much ruin any future land destruction cards. However, this would also push the use of more basic lands in decks (which would support the theorized "back to basics" theme that people expect the next block to have), as well as helping Domain and other things.
I didn't think about it at first, but there would be too many crazy things happening with a land like this, IMO. It's a cool idea, but I think, perhaps, it could be -too- good if there was an entire cycle of these things.
I didn't think about it at first, but there would be too many crazy things happening with a land like this, IMO. It's a cool idea, but I think, perhaps, it could be -too- good if there was an entire cycle of these things.
Yeh, that's why I don't recall claiming the idea was my own, I'd seen it elsewhere in the thread. Didn't know if the other version had made a point of saying "basic" for the land search though, or if they made them conditionally tapped entering play.
And no, they're not too good. Think about it, they're basically comparable to Onslaught's fetchlands. Heck, they're closer to the fetchlands than they are to Flagstones of Trokair in power level. Does anyone complain the fetchlands are overpowered?
~~~
Somebody might have speculated on this before (I'm not into reading all 45 pages of this thread), but I think those Borderposts from ARB are quite a good hint on what we could see in M10. Some bouncy stuff will be going on. Some land that you may play as a second land on your turn and which requiers to pay and bouncing a basic land. Then you have a dual land in play, untapped and at your service, with no further drawback.
So... you get a dual land, with NO drawback whatsoever since you netted playing exactly 1 untapped land for the turn, the dual... -_-
You did not think your scenario through. By having it come in untapped, you basically just turned the condition into "Reveal a basic land in your hand, or in play", which is just pitifully weak for a drawback.
Could we see something like a reverse of the duals from Ravnica?
Party Pool
Land -- Forest Island
Comes into play tapped unless you choose target opponent. That Opponent gains 2 life.
Or it could be each opponent.
This is by far my favourite suggestion. Problem is, I'm more of a control player so while you wrote all those words, all I see is "Tundra". Someone looking for R/ or R/ is likely to be a lot less thrilled with these.
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This is by far my favourite suggestion. Problem is, I'm more of a control player so while you wrote all those words, all I see is "Tundra". Someone looking for R/ or R/ is likely to be a lot less thrilled with these.
Yup and wizards promised the drawback to be symmetrically "bad" across all play types and colors. The only thing this thread has convinced me of is that the new duals are going to be:
1-Completely Crazy and unprecidented with how they are balanced
2-Way overpowered
or 3-Way underpowered
There honestly hasn't been a single suggestion that I have seen that sounds like it would accomplish what wizards is saying they will. It makes me very nervous.
Yup and wizards promised the drawback to be symmetrically "bad" across all play types and colors. The only thing this thread has convinced me of is that the new duals are going to be:
1-Completely Crazy and unprecidented with how they are balanced
2-Way overpowered
or 3-Way underpowered
There honestly hasn't been a single suggestion that I have seen that sounds like it would accomplish what wizards is saying they will. It makes me very nervous.
I really liked the following one : (that someone posted here)
CIPT
tap add C or D
when ~ cip add 1 to your mana pool.
effective without costing you a land drop as tapland.
not overpowered (yet powerfull)
though almost useless on turn 1
RFG SwampMountain
Land T: Add 1 to your mana pool.
Remove ~ in your hand from the game: search your library for a {basic?} mountain or swamp card, reveal it, and put it into your hand. Shuffle your library.
It meets most of our qualifications:
1. Fixes mana on the first turn without a debilitating drawback..
2. Has a cost that doesn't impact any archetype significantly (unless any deck thinning is considered too beneficial to aggro).
3. Replaces the rotating fetch lands for Extended if the basic clause is omitted; the power is different since you can only play the ability from your hand. Since the card is RFG'd it doesn't feed into abusive graveyard strategies. Is this better/worse/similar in power as Onslaught fetches? I'm not sure.
4. New players wouldn't be adverse to either playing the land (It's mana!) or getting a land (I don't lose anything when I get my Swamp!).
5. Since the ability is hidden from your opponent (i.e. You don't see it sitting out waiting on your opponent's side during your turn) and can be played at instant speed there is a subtle strategic element and allows fixing after the draw phase without using your land drop for the turn (plays nice with domain/when {landtype} comes into play/etc type effects) . However, it doesn't let you fix "into play" during your opponent's turn (where the weaker than the Onslaught fetch lands argument appears strong).
Yes. A thousand times yes. They lured me in with Ivory Tower and Zuran Orb, and I kept telling myself "I can quit whenever I want...just look at that untapped disk". That was ten years ago man.....
Probably too wordy and maybe too good, but this seemed doable when I thought of it.
U/W Land
Land
As ~ comes into play, choose Island or Plains. This land gains that land type.
U: This land is a Plains in addition to its other land types.
W: This land is an Island in addition to its other land types.
Can function as a CITP tapped dual, but also allows you to get mana of either color without the tempo loss, with the option of "turning on" dualness whenever you have a mana open. Like the first turn.
Man, would memory issues be a ***** though.
EDIT:: Really didn't want to read all of this thread, but apparently something similar was brought up around page 3...and this is strictly better. So yea...
Mangrove forest
Land
As ~ comes into play, you may reveal a green or blue card from your hand. If you don't, ~ comes into play tapped.
:symtap:: Add U or G to your mana pool.
I know this has been suggested many times, but IMO, it seems the most likely choice. No life loss, no convoluted drawbacks, can add mana on turn one, not a fetchland or anything like that. It would warrent rare status, it would be useful, it would be loved by players, and it is a dual land in every essensce, aside from having basic land types, I suppose. I know some may think that revealing a green or blue card may not be enough of a drawback, but you have to remember that both Meddling Mage AND Thought Hemorrhage will be around with these things. This, to me, just seems like the most likely design. This is what I'm betting on, or something very, very similar.
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I agree, Well i haven't read the entire thread just the last few pages. The Murmuring Bosk (cycle) is a good idea i think but with lands..
So you could ...
Mangrove forest
Land
As ~ comes into play, you may reveal a Forest or an Island from your hand. If you don't, ~ comes into play tapped.
:symtap:: Add U or G to your mana pool.
hatred
I will flay the skin from your flesh,
the flesh from your bones,
and scrape your bones dry,
and still you will not have suffered enough!
Quote the Ryxsyn;
NeVeRMoRe!
You either die a hero, or you live long enough to see yourself become the villain!
-Harvey Dent
The Apocalypse enemy-color painlands were strictly better than the Tempest ones (Tempest's came into play tapped, Apocalypse's don't).
The current 3-color taplands are strictly better than the 2-color ones (which were core set staples for several years).
Also, no, it's NOT "strictly" better. Flagstones could get any Plains card (including shocklands). This cycle can only get BASIC lands.
So if you had 2 Flagstones bite it, you could fetch any combination of WU+WU, WB+WB, WR+WR, WG+WG, WU+WB, WU+WR, WU+WG, WB+WR, WB+WG (all of which actually INCREASE your color mana options). That's a LOT of color combos right there. In fact, it's literally the option of ANY 2 colors of nonwhite mana, plus the option of Wx and WW for each.
If you have 2 of these bite it (say my WB one), you can only fetch W+W, W+B, or B+B. That's 1/3 as many combinations (3 combos vs 9), and each combination is only 1/4 as flexible (whichever combo you chose gives you only that 1 pairing, whereas the Flagstones + shockland gives you Wx, Wy, WW, or xy). The inidivual land is obviously 2x as effective as an individual Flagstones.
(tldr version)
So, in effect, while these lands would be awesomely worthy of competitive play, and they do give 2 colors immediately... they don't obsolete Flagstone of Trokair in any way, being only ~1/12 as effect in their search options.
I like this one a lot. You get punished for playing too many non-basic lands, but they play smoothly if you play only a few.
I suggested this a while back and was basically told that players feel Flagstones is already borderline overpowered, and something like this would just be too strong. I could see why both you and your opponent having a deck full of these could be a serious problem.
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New land.
When this comes in to play each opponent may search their libary for a land card reveal it and put it iin their hand.
T add W or G to your mana pool
Waaaaaay too underpowered. Common level, if that. This has the same drawback that PtE has, except the opps can search for ANY land, not any basic, so duals are fair game.
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Not bad, but I have trouble with lands interacting with other players. First of all, this is a bit crazy in Multiplayer, (and WotC seems to be considering those aspects now, with cards like Breath of Malfegor and that Grixis guy who gets counters when a player looses the game).
Also, they mentionned the lands would have an ability that doesn't ''help'' any color more than the other. For example if the lands was :
''This comes into play tapped unless you have an opponent draw a card'', this would help Blue players a lot more than white or green ones. And in your case, green would like much more than white (for example) to fetch a land when your opponent plays one
I personnaly agree with the people who suggested the ''reveal lands''. Either reveal a card of the colors of the land (syngergy with all the multicolor from Alara) or reveal a basic lands (synergy with was is expected to be in Zendikar).
I put my money on :
Fields of Blight
Land
When Field of Blight come into play, you may reveal a Plains or Swamp from your hand. If you don't, Field of Blight comes into play tapped.
Tap : Add W or B to your mana pool
I'm sure you can think of something by yourself.
<tempo land rg>
land
t: add 1 to your mana pool.
t: add R or G to your mana pool. Target opponent may place a basic land from their hand into play tapped.
That drawback is too big IMO. If your opponent goes first and you play something turn 1, your opponent will have 3 lands in play on their second turn. They will flat out destroy you before you can do anything.
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And those cards that got obsoleted were way worse than Flagstones. Making cards that obsolete other cards is okay when the cards being obsoleted are bad/restrictive/mediocre, but obsoleting a card as powerful as Flagstones?
True, I hadn't thought about the shocklands, so "strictly better" was a poor choice of words (as it almost always turns out to be) on my part. But then again that "drawback" in comparison to Flagstones only matters in decks with three or more colors, and in addition they have the added benefit of the land types themselves, so they can be searched out by other cards while the original Flagstones cannot. I think they could be plausible without the land types, though.
Party Pool
Land -- Forest Island
Comes into play tapped unless you choose target opponent. That Opponent gains 2 life.
Or it could be each opponent.
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That is my favorite dual land idea from this entire thread. Alot of the proposed ideas have rather insane drawbacks.
Lyzolda, the Blood Witch | Maga, Traitor to Mortals | Mayael the Anima | Rafiq of the Many | Rhys the Redeemed
Sasaya, Oorochi Ascendant | Sygg, River Cutthroat | Thada Adel, Acquisitor | Ulamog, the Infinite Gyre
Thank you. I do not think it is too far fetched either given the hype. I seem to remember someone saying that hyped dual lands are the ones that end up being the strongest, like the ravnica duals which were talked about by wizards before their release. So these could follow in suit?
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RUB
Whispering Glade
Land
t: Add U or G to your mana pool.
As ~ comes into play, you may choose target opponent. If you do, that opponent may draw a card. If you don't, ~ comes into play tapped instead.
See post #654 for the reasons in which my version is NOT overpowered and, in effect, actually weaker than Flagstones. The key word is searching for a BASIC of the appropriate landtype.
Again, see post #654.
Ah, so you can read. Now, re-read it because you're just not getting the point. When these lands bite it, you only get ONE color from the fetched land. There are no multicolor shenanigans or tricks. These lands are not as flexible as Flagstones, tehcnically not even the shocklands. You're trading the 2-life issue for the fact that you can't put more than 1 in play without immediately restricting yourself to 1 color for each land.
Flexibility is what is being traded, in a manner which does not obsolete either Flagstones or the Shocklands. These strike that excellent balance between being great and deserving of rarity and chase factor, but not being overpowered, and not obsoleting anything (even the Panoramas still get to boast that they can search for 3 options).
I know. It's exactly what I suggested on page 14.
I didn't think about it at first, but there would be too many crazy things happening with a land like this, IMO. It's a cool idea, but I think, perhaps, it could be -too- good if there was an entire cycle of these things.
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Yeh, that's why I don't recall claiming the idea was my own, I'd seen it elsewhere in the thread. Didn't know if the other version had made a point of saying "basic" for the land search though, or if they made them conditionally tapped entering play.
And no, they're not too good. Think about it, they're basically comparable to Onslaught's fetchlands. Heck, they're closer to the fetchlands than they are to Flagstones of Trokair in power level. Does anyone complain the fetchlands are overpowered?
~~~
So... you get a dual land, with NO drawback whatsoever since you netted playing exactly 1 untapped land for the turn, the dual... -_-
You did not think your scenario through. By having it come in untapped, you basically just turned the condition into "Reveal a basic land in your hand, or in play", which is just pitifully weak for a drawback.
This is by far my favourite suggestion. Problem is, I'm more of a control player so while you wrote all those words, all I see is "Tundra". Someone looking for R/ or R/ is likely to be a lot less thrilled with these.
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Yup and wizards promised the drawback to be symmetrically "bad" across all play types and colors. The only thing this thread has convinced me of is that the new duals are going to be:
1-Completely Crazy and unprecidented with how they are balanced
2-Way overpowered
or 3-Way underpowered
There honestly hasn't been a single suggestion that I have seen that sounds like it would accomplish what wizards is saying they will. It makes me very nervous.
I really liked the following one : (that someone posted here)
effective without costing you a land drop as tapland.
not overpowered (yet powerfull)
though almost useless on turn 1
You may have this land CIPT. If you do, add to your mana pool.
Add to your mana pool.
EDH Decks
:symw::symu::symb::symr::symg: Reaper King :symw::symu::symb::symr::symg:
Drana, Kalastria Bloodchief
:symr::symg::symw: Mayael the Anima :symr::symg::symw:
Korlash, Heir to Blackblade
:symw::symu::symb::symr::symg: Horde of Notions :symw::symu::symb::symr::symg:
I like where this was going. What about a cost similar to Simian Spirit Guide/Elvish Spirit Guide:
RFG SwampMountain
Land
T: Add 1 to your mana pool.
Remove ~ in your hand from the game: search your library for a {basic?} mountain or swamp card, reveal it, and put it into your hand. Shuffle your library.
It meets most of our qualifications:
1. Fixes mana on the first turn without a debilitating drawback..
2. Has a cost that doesn't impact any archetype significantly (unless any deck thinning is considered too beneficial to aggro).
3. Replaces the rotating fetch lands for Extended if the basic clause is omitted; the power is different since you can only play the ability from your hand. Since the card is RFG'd it doesn't feed into abusive graveyard strategies. Is this better/worse/similar in power as Onslaught fetches? I'm not sure.
4. New players wouldn't be adverse to either playing the land (It's mana!) or getting a land (I don't lose anything when I get my Swamp!).
5. Since the ability is hidden from your opponent (i.e. You don't see it sitting out waiting on your opponent's side during your turn) and can be played at instant speed there is a subtle strategic element and allows fixing after the draw phase without using your land drop for the turn (plays nice with domain/when {landtype} comes into play/etc type effects) . However, it doesn't let you fix "into play" during your opponent's turn (where the weaker than the Onslaught fetch lands argument appears strong).
I know I would love playing with this land.
U/W Land
Land
As ~ comes into play, choose Island or Plains. This land gains that land type.
U: This land is a Plains in addition to its other land types.
W: This land is an Island in addition to its other land types.
Can function as a CITP tapped dual, but also allows you to get mana of either color without the tempo loss, with the option of "turning on" dualness whenever you have a mana open. Like the first turn.
Man, would memory issues be a ***** though.
EDIT:: Really didn't want to read all of this thread, but apparently something similar was brought up around page 3...and this is strictly better. So yea...