Doubtful Thoughts - 1U
Sorcery
Draw two cards. Then choose one - Discard a card; or each opponent draws a card.
Archon of Law - 3WW
Creature - Archon
Flying
When Archon of Law enters the battlefield, choose a number.
Spells with converted mana cost equal to the chosen number can't be played.
3/5
Market Gate -
Artifact - Fortification
Whenever fortified land becomes tapped, you may gain 1 life.
Fortify
Flowering Walls -
Artifact - Fortification
Whenever fortified land becomes tapped, you may add one mana of any color to your mana pool.
Fortify
(Note: this card has neat little interactions that are impossible with Fertile Ground. I'll let you try and figure it out. :p)
Barbarian Barracks -
Artifact - Fortification
:2mana:: Fortified land becomes a 4/1 creature until end of turn. If fortified land is a Mountain, it gains first strike until end of turn.
Fortify
Lotus Citadel -
Artifact - Fortification
When Lotus Citadel comes into play, choose a color.
Fortified land has ":symtap:: Add three mana of the chosen color to your mana pool".
Fortify
Archers' Guild -
Artifact - Fortification
Whenever fortified land becomes tapped, put a arrow counter on it.
Fortified land has ":symtap:, Remove X arrow counters from this land: This land deals X damage to target attacking creature.
Fortify
Really neat batch of fortifications (something I haven't seen a lot of).
Archers' Guild feels overcosted by 1.
Lotus Citadel is perfectly costed, and Flowering Walls gets points for the neat interactions it offers. (Put a storage counter on Dreadship Reef AND get mana? What??)
I like Archon of Law a lot. It has the possibility to change a metagame for the better. (i.e. Running two Hideous Ends and two Terminates instead of four Terminates... VERY cool.)
I think the wording of Doubtful Thoughts doesn't work though (because of how "Choices" are made). You could just rephrase it.
Doubtful Thoughts 1U
Sorcery
Draw two cards. Then, each opponent draws a card unless you discard a card.
The archon kind of worries me, we don't really need more Chalice of the Void, but then again 5 mana is probably out of reach for most decks that would run both.
I like the idea behind Doubtful Thoughts, even if so_uncreative might have a better wording. Get some information, then make a decision seems like a great skill tester.
Archon sounds good, but what if you choose 0? Does that mean players can't cast lands? That will make it interesting, a definite halt to good landfall abilities!
Archon sounds good, but what if you choose 0? Does that mean players can't cast lands? That will make it interesting, a definite halt to good landfall abilities!
@so_uncreative - That wording should nail it. Thanks.
By the way, the interaction I mentined on Flowering Walls is this:
Suppose you have three forests in play, and wants to play a card that costs 1UU. So you pay 1 to attach it to a forest, then tap that forest for GU. Using G, you attach it to the other forest and tap it, for a total of GUU in your mana pool, and then play your card. It's really an amazing mana fixer, making you able to get almost any mana combination you want from whichever lands you have. Which is why I'm not sure it could be printed at that cost.
Sorcery
Draw two cards. Then choose one - Discard a card; or each opponent draws a card.
Archon of Law - 3WW
Creature - Archon
Flying
When Archon of Law enters the battlefield, choose a number.
Spells with converted mana cost equal to the chosen number can't be played.
3/5
Market Gate -
Artifact - Fortification
Whenever fortified land becomes tapped, you may gain 1 life.
Fortify
Flowering Walls -
Artifact - Fortification
Whenever fortified land becomes tapped, you may add one mana of any color to your mana pool.
Fortify
(Note: this card has neat little interactions that are impossible with Fertile Ground. I'll let you try and figure it out. :p)
Barbarian Barracks -
Artifact - Fortification
:2mana:: Fortified land becomes a 4/1 creature until end of turn. If fortified land is a Mountain, it gains first strike until end of turn.
Fortify
Lotus Citadel -
Artifact - Fortification
When Lotus Citadel comes into play, choose a color.
Fortified land has ":symtap:: Add three mana of the chosen color to your mana pool".
Fortify
Archers' Guild -
Artifact - Fortification
Whenever fortified land becomes tapped, put a arrow counter on it.
Fortified land has ":symtap:, Remove X arrow counters from this land: This land deals X damage to target attacking creature.
Fortify
*****
ricklongo and RicardoLongo on MTGO
*****
Visit my gaming blog: http://www.gamingsweetgaming.blogspot.com
****************
Check out Rick's Picks, my PureMTGO article series
****************
Archers' Guild feels overcosted by 1.
Lotus Citadel is perfectly costed, and Flowering Walls gets points for the neat interactions it offers. (Put a storage counter on Dreadship Reef AND get mana? What??)
I like Archon of Law a lot. It has the possibility to change a metagame for the better. (i.e. Running two Hideous Ends and two Terminates instead of four Terminates... VERY cool.)
I think the wording of Doubtful Thoughts doesn't work though (because of how "Choices" are made). You could just rephrase it.
Doubtful Thoughts 1U
Sorcery
Draw two cards. Then, each opponent draws a card unless you discard a card.
(That should work just perfectly).
The archon kind of worries me, we don't really need more Chalice of the Void, but then again 5 mana is probably out of reach for most decks that would run both.
He'd still be tough to answer in extended.
The [Pack]
Lands aren't spells, so they aren't affected.
R Citizen Cane (Feldon of the Third Path)
@so_uncreative - That wording should nail it. Thanks.
By the way, the interaction I mentined on Flowering Walls is this:
Suppose you have three forests in play, and wants to play a card that costs 1UU. So you pay 1 to attach it to a forest, then tap that forest for GU. Using G, you attach it to the other forest and tap it, for a total of GUU in your mana pool, and then play your card. It's really an amazing mana fixer, making you able to get almost any mana combination you want from whichever lands you have. Which is why I'm not sure it could be printed at that cost.
*****
ricklongo and RicardoLongo on MTGO
*****
Visit my gaming blog: http://www.gamingsweetgaming.blogspot.com
****************
Check out Rick's Picks, my PureMTGO article series
****************
The Archon is perfect as well. Cards that could potentially be broken but aren't on first glance (like Baneslayer) are always nice to see.
The artifacts are balanced, realistic, and flavorful. No complaints overall.
R Citizen Cane (Feldon of the Third Path)