Extraplanic lands are lands that allow you to play a land on your next upkeep, but they (the extraplanic lands and the land play they give) enter the battlefield tapped and do not do any color fixing (by themselves).
They are also still purely nonbasic even though they cover one color.
(Punch me if you like if you think this idea is actually bad and very dumb)
Example:
Streaming Waterfalls
Land
~ enters the battlefield tapped.
When this enters the battlefield, at the beginning of your next upkeep, you may put a land on the battlefield tapped. T: Add U to your mana pool.
Smelting Caves
Land
~ enters the battlefield tapped.
When this enters the battlefield, at the beginning of your next upkeep, you may put a land on the battlefield tapped. T: Add R to your mana pool.
This idea is very bad but not dumb. It's just broken as heck. Essentially free ramp is a very significant upside that makes the downside of ETBT rather insignificant even if the ramp is conditional on having extra lands in your hand.
I think though that these would want to be Legendary, have a land type, and the effect would be composed as such:
The Eternal Seismic Edge Legendary Land — Mountain
When The Eternal Seismic Edge enters the battlefield, during your next turn, you may play an additional Mountain. It enters the battlefield tapped.
The Eternal Waterfall from Heaven Legendary Land — Island
When The Eternal Waterfall from Heaven enters the battlefield, during your next turn, you may play an additional Island. It enters the battlefield tapped.
This helps to preserve the balance, and doesn't allow them to openly stack.
This idea is very bad but not dumb. It's just broken as heck. Essentially free ramp is a very significant upside that makes the downside of ETBT rather insignificant even if the ramp is conditional on having extra lands in your hand.
I don't think it's broken at all....
it generates only 1 type of mana.
it will only make a difference as ramp if you drop it on turn 1 and you don't miss your first 4 land drops.
T1: drop land tapped, so, no other cards played.
T2: gain "free" tapped land drop, drop second regular land, get 2 mana (0 ramp)
T3: need to have a 4th land to have gained any advantage AT ALL.
it's not free ramp by any means.
it's slow and clunky, works fine as card design, IMO.
doesn't seem broken at all.
even assuming you have a crapton of these lands....
T1: drop the land
T2: drop a second of this land from the first trigger, play another one of those. (has only 1 mana this turn)
T3: drop 2 other "free" ones of those and another from hand (has 2 mana this turn)
T4: drop 3 lands for the trigger and another land from hand. (has 7 mana here plus 3 tapped land... 10 total lands with no other cards in hand if on play) and you did nothing so far.
at the end of the day, it's a very interesting design.
it's decent at starting hand and a pretty bad draw from midgame onwards.
Could be busted; but with enough constraints (I.e. @ReaptheWhirlwind’s idea is A REALLY good way to balance them) it could create some interesting game play.
Giving it a land type boosts it’s power quite a bit (just due to Fetch lands, etc.); but I think you absolutely could if the second land had to be a basic land (rather than any “Forest” like shock lands, etc.). May be a little much too much balance (if you want them to see more ubiquitous play); but the idea is a fun one for sure.
It's like taplands but also slow ramp but also you're playing Arboreal Grazer in your land slot. But it's still taplands.
Which is really confusing. Legitimately these are either broken as all get out(which I doubt) or useless. Although these could be fine in commander, just run some of these in place of some mana rocks. I think a colorless one that allows you to jam any basic land is best, maybe legendary. A cycle would be confusing here, mostly because it's 5 different effects that are similar, but you'd have to balance them out really well.
Here:
Super whatever land
Legendary Land
CITP tapped. When ~ ETBs, you may put a basic land from your hand into play tapped.
T: Add Colorless
That way you can reasonably get value from the ramp, like playing an Arboreal Grazer, but it doesn't fix and it's useless in multiples or later in the game.
It becomes a "every deck wants exactly one" type card rather than "maybe some decks want a playset but only if they're landfall and they have the right support and a bunch of other conditions and also It's almost useless unless you build around it".
Although, I've never seen an "every deck wants exactly one" type card. Imagine that in constructed non-singleton formats.
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They are also still purely nonbasic even though they cover one color.
(Punch me if you like if you think this idea is actually bad and very dumb)
Example:
Streaming Waterfalls
Land
~ enters the battlefield tapped.
When this enters the battlefield, at the beginning of your next upkeep, you may put a land on the battlefield tapped.
T: Add U to your mana pool.
Smelting Caves
Land
~ enters the battlefield tapped.
When this enters the battlefield, at the beginning of your next upkeep, you may put a land on the battlefield tapped.
T: Add R to your mana pool.
I think though that these would want to be Legendary, have a land type, and the effect would be composed as such:
The Eternal Seismic Edge
Legendary Land — Mountain
When The Eternal Seismic Edge enters the battlefield, during your next turn, you may play an additional Mountain. It enters the battlefield tapped.
The Eternal Waterfall from Heaven
Legendary Land — Island
When The Eternal Waterfall from Heaven enters the battlefield, during your next turn, you may play an additional Island. It enters the battlefield tapped.
This helps to preserve the balance, and doesn't allow them to openly stack.
I don't think it's broken at all....
it generates only 1 type of mana.
it will only make a difference as ramp if you drop it on turn 1 and you don't miss your first 4 land drops.
T1: drop land tapped, so, no other cards played.
T2: gain "free" tapped land drop, drop second regular land, get 2 mana (0 ramp)
T3: need to have a 4th land to have gained any advantage AT ALL.
it's not free ramp by any means.
it's slow and clunky, works fine as card design, IMO.
doesn't seem broken at all.
even assuming you have a crapton of these lands....
T1: drop the land
T2: drop a second of this land from the first trigger, play another one of those. (has only 1 mana this turn)
T3: drop 2 other "free" ones of those and another from hand (has 2 mana this turn)
T4: drop 3 lands for the trigger and another land from hand. (has 7 mana here plus 3 tapped land... 10 total lands with no other cards in hand if on play) and you did nothing so far.
at the end of the day, it's a very interesting design.
it's decent at starting hand and a pretty bad draw from midgame onwards.
Giving it a land type boosts it’s power quite a bit (just due to Fetch lands, etc.); but I think you absolutely could if the second land had to be a basic land (rather than any “Forest” like shock lands, etc.). May be a little much too much balance (if you want them to see more ubiquitous play); but the idea is a fun one for sure.
Which is really confusing. Legitimately these are either broken as all get out(which I doubt) or useless. Although these could be fine in commander, just run some of these in place of some mana rocks. I think a colorless one that allows you to jam any basic land is best, maybe legendary. A cycle would be confusing here, mostly because it's 5 different effects that are similar, but you'd have to balance them out really well.
Here:
Super whatever land
Legendary Land
CITP tapped. When ~ ETBs, you may put a basic land from your hand into play tapped.
T: Add Colorless
That way you can reasonably get value from the ramp, like playing an Arboreal Grazer, but it doesn't fix and it's useless in multiples or later in the game.
It becomes a "every deck wants exactly one" type card rather than "maybe some decks want a playset but only if they're landfall and they have the right support and a bunch of other conditions and also It's almost useless unless you build around it".
Although, I've never seen an "every deck wants exactly one" type card. Imagine that in constructed non-singleton formats.