If we take example of High Tide at turn 6 it would equally be 10 mana. Altho not being 5 random plus WBUGR it would be 10 blue mana. There's multiple cards that converts 5 colorless to WBUGR if that's the problem. You add one additional card into the combo to gain the same as this land.
However it's not persistent, it can't be destroyed (counters could work to hinder) but afterwards you'll still have 6 lands while the land-sweep with Primal Wellspring will leave you with a single land.
I don't see the overwhelming profit of those 5 random and WBUGR.
I'm fully aware that this land has great power potential and personally I wouldn't mind making it legendary (as you most likely will only run a single of them at a time).
I still don't understand how it's possible that, even when a whole community designs a card together, half of it is extremely boring, and half of it is extremely overpowered...
Sphinx is really good. Control will play it and be able to protect him just fine, hes a much better finisher then Jwar Isle and thats saying a lot considering how good he alone is. Bazzar Trader.dec now has 16 threaten effects. Thats really, really, really,really good. Really good.
I have not read the entire thread, but couldn't you just add the clause, whenever you level : empty your mama pool. Seems to fix a lot of the problems, and the land is still good.
Really love this card. But it may be too powerful
Mana based. IMO it need legendary in it type. I'm an edh player and I think the maximum level should be tap: add 5 mana of any color to your mana pool.
This will be another Money cards :b
I do think this is probably OK. There are things that produce 5 colors more easily. I think rather than "return" it should be sac. That would make it cost a lot more.
I would like to see an "every color" mana. It would only be "1" but for things like sunburst it would count for 5... (at least for now). Just for fun it should also switch to being "every color".
I don't see how people think this card is so overpowered. To even produce a mana you have to bounce a land which you can't do if it is your first land, then for another 4 turns you have to bounce 4 more lands. You lose lands for 4 turns until it evens out and gives you a return. Then even then someone can use a card that effects a permanent and you just lost 5 turns of land.
Level up -- 1
Level 1 > T: Add 1 to your mana pool.
Level 2 > T: Add one mana of any color to your mana pool.
Level 4+ > ,T: Add WUBRG to your mana pool.
So it starts as a land that doesn't do anything, but you'll almost always spend 1 mana immediately so you can get 1 mana out of it right away. You'll often spend that 1 mana to level it up again to the "painless city of brass" stage.
After that, two more mana makes it into a sunburst enabler and a slight accelerator -- it produces 2 net mana, similar to the bouncelands, which, considering that you've sunk 4 mana into it, is nice but not broken.
The ability to sweep lands back into you hand is gone, so that possible brokenness is shut down entirely.
I don't see how people think this card is so overpowered. To even produce a mana you have to bounce a land which you can't do if it is your first land, then for another 4 turns you have to bounce 4 more lands. You lose lands for 4 turns until it evens out and gives you a return. Then even then someone can use a card that effects a permanent and you just lost 5 turns of land.
It works well with combos, but what doesn't?
I have a feeling that you didn't even read the thread. To summarize: YOU CAN DO ALL FIVE LANDS IN ONE TURN. This means that on turn 6, you would have 10 mana available with no loss in tempo. In fact, in the current format, it would be able to play around Tectonic Edge by keeping you under four lands while still producing sizable amounts of mana.
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"If you don't wear your seatbelt, the police will shoot you in the head."
- To my youngest sister when she was 6.
Everyone knows that good luck and good game are such insincere terms that any man who does not connect his right hook with the offender's jaw on the very utterance of such a phrase is no man I would consider as such.
I have a feeling that you didn't even read the thread. To summarize: YOU CAN DO ALL FIVE LANDS IN ONE TURN. This means that on turn 6, you would have 10 mana available with no loss in tempo.
Congratulations, you get 10 mana on turn 6. Then only 6 mana on turn seven. There is enough permanent destruction in EDH to not really worry about that. The only thing that makes this card potentially too good is the synergy with armageddon.
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EDH Commander WUBSharuum the HegemonBUW UGRRiku of the Two ReflectionsRGU
t1 land
t2 primal.
t3 no land drop, but you can tap land for mana, bounce to level primal. play land, tap again. then tap primal.
it's like you didn't miss a land drop.
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Standard:None
Modern:Taxes, Jund, U/W Control | In the works:5c Gifts
Legacy: Main deck = DDFT/Storm Decks - Almost everything
Vintage: Bomberman, Dredge, Shops, Oath, Gush DD
EDH: German Foil Horde 50%, Animar, Iname DA,Patron of the Moon, Karador + more
This feels a lot like the Karoos, particularly the Ravnica cycle.
Only less elegant and balanced. I thing the untapped land or once per turn fix would help this out. Maybe restore the add 1 as the first level. Just seems more elegant: starts as a colorless land, becomes an any color if A) you're short on mana or B) you feel like self missing a land drop, then with some dedication can become a single land that taps for all five colors. That's a lot of mana, and fixes too. Seems like an exciting version of Crystal Quarry
Card is broken. Gaea's cradle rebounding = the devil.
Should Read:
Primal Wellspring
Land - Legendary
Primal Wellspring does not untap during your untap step.
Level up - Return a Basic Land you control to it's owners hand. You may untap Primal Wellspring. Use this ability only once each turn.
Level 1 - T: Add 1 (colorless) to your mana pool.
Level 2-4 - Remove 2 Level counters from Primal Wellspring: Add one mana of any color to your mana pool.
Level 5+ - T: Remove all level counters from Primal Wellspring - for each level counter removed from primal wellspring add one mana of any color to your mana pool and gain 1 life.
This leaves all sorts of play options open, but keep you having to bounce lands to do so.
Bouncing lands is hell annoying and often not sought out. If your suggestion should be made Piracy it should rather be:
Level up: Tap an untapped land you control.
And only remove 1 level-counter to make 1 random mana.
Generally it's gonna be hard to please everyone and keep it unabusable while still being an asset to your manapool.
Just try to compare with lands that does some similar abilities (City of Brass, Rupture Spire and alike)
If we take example of High Tide at turn 6 it would equally be 10 mana. Altho not being 5 random plus WBUGR it would be 10 blue mana. There's multiple cards that converts 5 colorless to WBUGR if that's the problem. You add one additional card into the combo to gain the same as this land.
However it's not persistent, it can't be destroyed (counters could work to hinder) but afterwards you'll still have 6 lands while the land-sweep with Primal Wellspring will leave you with a single land.
I don't see the overwhelming profit of those 5 random and WBUGR.
I'm fully aware that this land has great power potential and personally I wouldn't mind making it legendary (as you most likely will only run a single of them at a time).
Thank you so much mchief111 for the amazing art!
BUG is the Jund of EDH!
Modern: Jund, Grixis Delver, Bant Eldrazi, TitanShift
Commander: Brago, Yidris, Mizzix, Marath, Atheros, Daretti
Mana based. IMO it need legendary in it type. I'm an edh player and I think the maximum level should be tap: add 5 mana of any color to your mana pool.
This will be another Money cards :b
Ban?
But yeah, I love this card. Absolutely fantastic design, and very high-risk high-reward.
I do think this is probably OK. There are things that produce 5 colors more easily. I think rather than "return" it should be sac. That would make it cost a lot more.
I would like to see an "every color" mana. It would only be "1" but for things like sunburst it would count for 5... (at least for now). Just for fun it should also switch to being "every color".
Guys gotta thing outside the box more!
It works well with combos, but what doesn't?
RoblinTheGoblin's Pro M15 Template:
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Level up -- 1
Level 1 > T: Add 1 to your mana pool.
Level 2 > T: Add one mana of any color to your mana pool.
Level 4+ > ,T: Add WUBRG to your mana pool.
So it starts as a land that doesn't do anything, but you'll almost always spend 1 mana immediately so you can get 1 mana out of it right away. You'll often spend that 1 mana to level it up again to the "painless city of brass" stage.
After that, two more mana makes it into a sunburst enabler and a slight accelerator -- it produces 2 net mana, similar to the bouncelands, which, considering that you've sunk 4 mana into it, is nice but not broken.
The ability to sweep lands back into you hand is gone, so that possible brokenness is shut down entirely.
I have a feeling that you didn't even read the thread. To summarize: YOU CAN DO ALL FIVE LANDS IN ONE TURN. This means that on turn 6, you would have 10 mana available with no loss in tempo. In fact, in the current format, it would be able to play around Tectonic Edge by keeping you under four lands while still producing sizable amounts of mana.
- To my youngest sister when she was 6.
EMirari's Wake can also give you 10 mana turn 6.
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
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EDHCommanderWUBSharuum the HegemonBUW
UGRRiku of the Two ReflectionsRGU
Clan Limited
t1 land
t2 primal.
t3 no land drop, but you can tap land for mana, bounce to level primal. play land, tap again. then tap primal.
it's like you didn't miss a land drop.
Standard:None
Modern:Taxes, Jund, U/W Control | In the works:5c Gifts
Legacy: Main deck = DDFT/Storm Decks - Almost everything
Vintage: Bomberman, Dredge, Shops, Oath, Gush DD
EDH: German Foil Horde 50%, Animar, Iname DA,Patron of the Moon, Karador + more
Only less elegant and balanced. I thing the untapped land or once per turn fix would help this out. Maybe restore the add 1 as the first level. Just seems more elegant: starts as a colorless land, becomes an any color if A) you're short on mana or B) you feel like self missing a land drop, then with some dedication can become a single land that taps for all five colors. That's a lot of mana, and fixes too. Seems like an exciting version of Crystal Quarry
Should Read:
Primal Wellspring
Land - Legendary
Primal Wellspring does not untap during your untap step.
Level up - Return a Basic Land you control to it's owners hand. You may untap Primal Wellspring. Use this ability only once each turn.
Level 1 - T: Add 1 (colorless) to your mana pool.
Level 2-4 - Remove 2 Level counters from Primal Wellspring: Add one mana of any color to your mana pool.
Level 5+ - T: Remove all level counters from Primal Wellspring - for each level counter removed from primal wellspring add one mana of any color to your mana pool and gain 1 life.
This leaves all sorts of play options open, but keep you having to bounce lands to do so.
Level up: Tap an untapped land you control.
And only remove 1 level-counter to make 1 random mana.
Generally it's gonna be hard to please everyone and keep it unabusable while still being an asset to your manapool.
Just try to compare with lands that does some similar abilities (City of Brass, Rupture Spire and alike)
U Solidarity U
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