I almost pooped myself from laughing at your card explanations. Duress and the like to protect your goal? In my group at least, the amount of infect required to kill someone is (their starting life total / 2) + 1, as it is in regular EDH. I am pretty sure I like Whispering Specter more as a General as well.
General as in General, or General as in... umm... General? You get the point. You can't play Sinkhole as a 'General'. Keep in mind, I will be adding to the list as cards come up that really need to be banned. Also keep in mind that under my rules Sinkhole is NOT legal, as it is not legal in Pauper, which is officially an online only format. It is not online as a common, and therefor is not legal.
In order to establish a common ground for people who are interested in Pauper Commander, a set of rules must be established in order to communicate effectively, build decks fairly, and experience Pauper Commander in a way that will not undermine the format, or cause confusion. This is an attempt to combine two Magic Online formats into one offline format in the best way possible. Much of the information in this rule set is taken, or edited, from the official Commander and Pauper resource pages on the wizards.com website.
I attempted to get all of the information correct, or at least how I intended it to be. Please feel free to correct, or offer advice or changes on even the smallest details of the rules. These rules have the possibility of change throughout their existence.
Test Group 1:
Cakins (CST)
d0su
Macius
Zombie Shakespeare
Undetermined Time
The Unofficial Official Pauper Commander Rules
Pauper Commander is an offline Magic format in which all cards used must have been printed at the common rarity in an offline Magic set or product, excluding a player's commander, which must have been printed at the uncommon rarity in an offline Magic set or product. A common or uncommon promotional card is only legal if the card has been printed at the common or uncommon rarity in an offline Magic set or product, respectively.
A player constructs their deck with a 100-card main deck, and an optional 10-card sideboard. One card in the main deck must be an uncommon creature, which is that player's commander. Only cards with a color identity that contains only colors the commander's color identity contains can be put into the main deck or the sideboard (a card's color identity is the set of colors the card is, and the colors of any mana symbols appearing on any common version of the card for normal deck construction, or uncommon version of the card as a commander plus any colors defined by its characteristic-defining abilities or color indicator). With the exception of basic lands, no two cards in the main deck and sideboard may have the same English name.
Rather than strictly 1v1, Pauper Commander can be played as a variant of Two-Headed Giant, Emperor, or multiplayer free-for-all. At any REL, it can be played as a best of 1, best of 3, or best of 5. Time limits may be set individually based on the type of game, REL, and how many games are to be played. Players mulligan using the modified "Partial Paris" method.
Each player has a starting life total of 40. A player who has 0 or less life, 10 or more poison counters, or has been dealt 21 or more combat damage by a single opponent's commander loses the game; this is a state-based action.
Before a game begins, each player's commander is put into the command zone, then players may make 1 for 1 substitutions with cards from their main deck with cards from their sideboard. If a player's commander would go to the graveyard or exile from anywhere, that player may chose to return it to the command zone instead. A player may cast their commander from the command zone for its normal cost, plus an additional 2 for each previous time it has been cast from the command zone.
If a player would add mana to their mana pool that is not mana of a color that player's commander's color identity contains, that much colorless mana is added to that player's mana pool instead.
There are currently no cards banned as commanders in Pauper Commander. There are currently no cards banned for normal deck construction in Pauper Commander.
I got really excited about Pauper EDH when some friends at my local shop started playing it. I really wanted to set down a good set of rules though, especially after the High Tide shenanigans from regular paper Pauper (involving 'Un' cards). These are the rules that I, at least, feel people should go by, and therefor based my deck around:
1.) The cards that are legal in a Pauper EDH deck, other than the General, can consist only of cards legal in the Magic Online Pauper format, as determined by this web page.
2.) A Pauper EDH General can be any common creature card legal in the Magic Online Pauper format, as determined by the first rule, or any uncommon creature card legal in the Vintage format.
My list is in my signature however. It is more of a control based list, that intends to clear the board and stabilize before it allows Mr. Teeth to swing for victory.
Then that is the incorrect place for it? This is a completely different deck. It being in the UB(w) control section would mean it will be a UB deck, with a splash of white for something.
Edit: Not only does that forum specifically say 'For U/B Control and Esper Control discussion.', but for that one particular thread in that forum, it doesn't even have a primer. It is mostly a personal list compilation.
2) You're playing it wrong. Stop playing cards on your opponents' turns!!!
!? Am I getting trolled here? I think as I see further down that you want to say Entreat the Angels cast on your draw step. You can do that. It is amazing however to play Terminus, Devastation Tide, or even Bonfire of the Damned, or any other Miracle cards you may be packing on your opponent's turn, as they always become more efficient, and you have more chances of casting them for their Miracle cost. You have to understand that there is more than one situation for the cards in the deck, and casting them on your draw phase is definitely not always correct.
Think Twice into an Entreat means that you pay 5 for 1-guy, 6 for 2, and 7 for 3. The power comes from making a game out of 4/5 mana. If you flash it back then you pay 7 for 2. I hardcast it for that, missing out on 5 guys.
This is entirely situational. There is nothing wrong with casting it on your draw step (please understand that the term 'hardcasting' refers to casting a spell for a full cost, rather than other costs), but by playing cards like Think Twice, you have more opportunities to cast spells for their Miracle costs.
Draw cards make your Miracles become effective later. I like the idea of the Thought Scour and Visions alongside Snapcaster Mage and making a draw-go counter deck, but that's about it. Topping a Temporal Mastery in your opponent's turn from Thought Scour/Visions would be massive, and you very quickly have countermagic for backup. Countering a Leak etc. and then untapping for 2 turns whilst they're tapped out would be huge.
And that is much of the goal of the deck. Visions of Beyond, however, is simply a sub par card. It almost never gets full value in any matchup.
Currently still in progress. To do list:
[ ] Card Explanations
[ ] Personal Sideboard / Tuning
[ ] Matchups
UW Miracle Control (Hallelujah) is a control deck at heart, that is able to take on the role of a semi-aggressive deck through the use of quickly clearing the board with the abuse of efficient Miracle sweeper cards, and playing the most effective threats, that have multiple uses based on the current state of the game. The cards in this deck are simply some of the most powerful cards currently in Standard.
One of the reasons to play this deck is that it has no horribly bad match-ups. It tends to be weaker against control, but makes up for it by having a great aggro matchup, which is what a lot of the current meta is. The deck functions well both in the early and late game due to the abuse of Miracle cards functioning at any point. Against aggro, the deck can gain inevitability through effective 1+ for 1s. Against anything, the deck can 'combo off' with a combination of Temporal Mastery with either Entreat the Angels or Tamiyo, the Moon Sage. Entreat the Angels can also simply end games by itself, especially when cast for its Miracle cost.
All of these cards almost have to be included in any deck list in which they are available. They not only make the deck what it is, but are some of the most powerful cards, not only in this deck, but in Standard.
Entreat the Angels
- Great offensively and defensively.
- Natural synergy with Temporal Mastery.
- Ends games quickly.
- Great finisher to tap out with, as the meta doesn't have many answers to it.
- Great at all points in the game.
- Combat trick.
- Kills and defends Planeswalkers.
- Gets additional value from playing Instants.
Temporal Mastery
- Allows for explosive, chained events to occur and overwhelm your opponent.
- Natural synergy with any Permanents; mainly Creatures, and Planeswalkers.
- Best used very early, or very late in the game.
- Is a better version of Instant draw spells in this deck, as it gives another Miracle opportunity.
- Gets additional value from playing Instants.
- In essence, at this card's best, this is what it does: You draw a card, which enables another possible Miracle, untap all of your Permanents, play an additional Land, get an additional Combat Phase, and get to activate abilities, mostly, of Planeswalkers again, while still knowing that if you cast this during an opponent's turn, you have another turn coming. This is all for the cost of 1U. Instant speed Time Walk; please don't doubt the raw power of this card.
These are cards that are either commonly played in the mainboard, or have a use in the mainboard. There are plenty of other cards that can be either played mainboard, or sideboard, but these are just the biggest ones. Please feel free to mention cards you believe should be on a list in this section.
Whoa, BTW I just noticed something about the blue one. You can actually enchant a land you control to tutor up any land out of your library and put it into play. Super rampant growth much?!
I would fix it by making it tutor up a basic land. So by paying UG you can either rampant growth, or take away your opponent's good land (but staying equal in terms of number of land).
Yeah, it was intended as rare quality. I recently made it tapped because I decided to not only be able to steal opponent's lands. I feel that if you can be taking a non-basic land, you should be able to search for one. It might be too good, but that would be for future-future testing
Saltblast Basin 1GW
Enchantment
At the beginning of your upkeep, destroy the creature with the greatest power (If it is a tie, choose one). That creature's controller may search his or her library for a basic land card and put it into play tapped.
For the black one, you can just have "target creature" get the sac swamps ability. Also if you do that, I would tone down the mana cost to 2BBG so the manacost isn't quite so harsh.
Yeah, I'm pretty sure I could definitely agree with the black spell's cost, as targeting will probably have to be where it will be going. That's a good idea with the white one, however I feel like I would change some mechanics on it to make it a better, but not broken card.
A much more balanced, but still decent planeswalker:
Chandra the Firestarter1RRR
Planeswalker - Chandra
+1: Chandra the Firestarter deals 2 damage to target creature or player.
-3: Any player may have Chandra the Firestarter deal 4 damage to him or her. If no one does, draw 2 cards.
-8: You get an emblem that says "Whenever an instant or sorcery spell is cast, you may copy it. If you do, you may choose new targets for the copy."
Loyalty: 4
I made some changes including making the g/u spell have the land come into play tapped because you can enchant your own lands. I may change that later. The g/r spell was unchanged, and the g/b spell now only searches for one land; almost an unavoidable fix. I added the g/w spell.
My goal was not only to make interesting ramp spells with alternate uses, but also to make them somewhat playable, and the white one in my opinion fits into that category the least. For any of these cards (especially the white one), please give suggestions on how they should be changed. They could be completely different cards, but I want them to be decent.
An explanation for the white one: In my head my two main ideas for it were having artifact/enchantment removal built in, or something defensive. I went for the defensive route. The picture and creature types involved in it... Basically the concept was that you are raised and defended by living rocks. That's about it.
Edit: Now that I think about it, the black one could be changed to getting two lands (what I really wanted in it) if it only let you reanimate one creature. That is probably going to happen.
I had to read this three times to finally grok what it did and how it worked.
This is very strong. Pyroclasm is a very good spell, and this costs only 1 more and includes the land fetching, which also puts it into play. I personally might move this to 2RG, but that's a development thing anyway.
I don't like this. I'm not sure why it feels so invasive, but it just really feels wrong to me. For one, it's a very good reanimation spell, which is something that we need to be careful about. Second, it feels like the land ramping is only there to facilitate the second sentence. It suffers from "hot glue gun" syndrome.
The black spell could easily be toned down. My idea was to only allow one land to be fetched instead of two. In my opinion it is honestly a great card, but there are drawbacks. If you sac to many lands obviously, wraths will hit you very hard.
The red one... Well, you have to understand that it doesn't always give you a land. You would have to often wait to be able to use it effectively, although it does work very well with walls
Wow, these cards are amazing. When I read them, I had the "Whaaaaat, I can't believe they just printed this" feeling that I get whenever I look at the spoilers for a new set. Great work!
Just made the red and black ones. Make to sure to tell me if there are any wording errors or inconsistencies by the way. Not overly happy with the red one, but it's a start.
I like this. Although this seems too powerful in bigger multiplayer games cause then you can mana screw one opponent and help out another one.
Truth. I realized this when I was thinking about the concept, and figured in its current state it would have to be a rare. I am going to tone it down however to an uncommon and change it back to how it was in my original plans.
I wanted, essentially, to create ramp effects that serve a purpose other than just ramping. The current ones will be four g/x spells, one wubrg spell, and four g/x/x spells.
Diverted EnrichmentUG
Enchantment - Aura
Enchant Land
When Diverted Enrichment enters the battlefield, the owner of Enchanted Land may search your library for a land card and put that card onto the battlefield tapped under his or her control. Then shuffle your library.
You control Enchanted Land.
Volatile Enrichment1RG
Sorcery
Volatile Enrichment deals 2 damage to each creature. If three or more creatures are dealt damage this way, you may search your library for a basic land card and put that card onto the battlefield tapped. Then shuffle your library.
Corrosive Enrichment1BBBG
Sorcery
Search your library for a basic land card and put that card onto the battlefield tapped. Then shuffle your library. Until end of turn, creatures in your graveyard gain "Sacrifice two Swamps: Put this card onto the battlefield tapped."
Nurtured Enrichment1WG
Artifact
At the beginning of your end step, if a creature with vigilance attacked this turn, put a charge counter on Nurtured Enrichment.
At the beginning of each opponent's end step, you may remove a charge counter from Nurtured Enrichment to put a 1/4 white Boulder creature token with defender onto the battlefield. It has "t: Add G to your mana pool."
General as in General, or General as in... umm... General? You get the point. You can't play Sinkhole as a 'General'. Keep in mind, I will be adding to the list as cards come up that really need to be banned. Also keep in mind that under my rules Sinkhole is NOT legal, as it is not legal in Pauper, which is officially an online only format. It is not online as a common, and therefor is not legal.
I attempted to get all of the information correct, or at least how I intended it to be. Please feel free to correct, or offer advice or changes on even the smallest details of the rules. These rules have the possibility of change throughout their existence.
http://mtgcommander.net/rules.php
http://www.wizards.com/Magic/TCG/Resources.aspx?x=magic/rules/100cardsingleton-commander
http://www.wizards.com/Magic/TCG/Resources.aspx?x=magic/rules/Pauper
http://forums.mtgsalvation.com/showthread.php?t=441729
1 Bloodbraid Elf
Lands:
1 Command Tower
1 Gruul Turf
1 Smouldering Spires
1 Teetering Peaks
1 Turntimber Grove
1 Terramorphic Expanse
1 Evolving Wilds
1 Naya Panorama
1 Jund Panorama
17 Forest
12 Mountain
Ramp:
1 Gruul Signet
1 Manalith
1 Darksteel Ingot
1 Mind Stone
1 Sisay's Ring
1 Ur-Golem's Eye
1 Cultivate
1 Kodama's Reach
1 Ranger's Path
1 Silverglade Elemental
1 Wood Elves
1 Farhaven Elf
1 Mwonvuli Acid Moss
1 Bloodthorn Taunter
1 Fierce Empath
1 Wickerbough Elder
1 Tin Street Hooligan
1 Mold Shambler
1 Gorilla Shaman
1 Aerie Ouphes
1 Deadshot Minotaur
1 Flamewave Invoker
Utility Spells:
1 Hull Breach
1 Gleeful Sabotage
1 Prey Upon
Stompy Improvement:
1 Rancor
1 Dragon Breath
1 Dragon Fangs
1 Bladed Pinions
1 Horned Helmet
1 Whispersilk Cloak
Big Stompy:
1 Alpha Tyrannax
1 Beacon Behemoth
1 Cavern Thoctar
1 Crash of Rhinos
1 Durkwood Baloth
1 Fangren Marauder
1 Giant Warthog
1 Gorger Wurm
1 Havenwood Wurm
1 Jungle Weaver
1 Kindercatch
1 Krosan Tusker
1 Loamdragger Giant
1 Molder Beast
1 Morselhoarder
1 Moss Kami
1 Mosstodon
1 Oakgnarl Warrior
1 Pathbreaker Wurm
1 Ridge Rannet
1 Rootbreaker Wurm
1 Scaled Wurm
1 Ulamog's Crusher
1 Shambling Strider
1 Siege Wurm
1 Streetbreaker Wurm
1 Thundering Tanadon
1 Valley Rannet
1 Wirewood Guardian
1 Yavimaya Wurm
1 Psychatog
Lands - 39
1 Halimar Depths
1 Bojuka Bog
1 Haunted Fengraf
1 Quicksand
1 Esper Panorama
1 Grixis Panorama
1 Terramorphic Expanse
1 Evolving Wilds
1 Seat of the Synod
1 Vault of Whispers
1 Command Tower
1 Dimir Aqueduct
1 Rupture Spire
1 Transguild Promenade
1 Shimmering Grotto
15 Island
9 Swamp
Creatures - 7
1 Crypt Rats
1 Drift of Phantasms
1 Trinket Mage
1 Sea Gate Oracle
1 Mulldrifter
1 Mnemonic Wall
1 Ulamog's Crusher
Counter Spells - 17
1 Condescend
1 Power Sink
1 Syncopate
1 Counterspell
1 Essence Scatter
1 False Summoning
1 Remove Soul
1 Mana Leak
1 Muddle the Mixture
1 Negate
1 Exclude
1 Faerie Trickery
1 Cancel
1 Stoic Rebuttal
1 Soul Manipulation
1 Bone to Ash
1 Rewind
1 Ghastly Demise
1 Executioner's Capsule
1 Innocent Blood
1 Doom Blade
1 Echoing Decay
1 Geth's Verdict
1 Victim of Night
1 Grasp of Darkness
1 Diabolic Edict
1 Crippling Fatigue
1 Eyeblight's Ending
1 Murder
1 Rend Flesh
1 Snuff Out
Mass Removal - 2
1 Evincar's Justice
1 Pestilence
Card Advantage - 15
1 Brainstorm
1 Preordain
1 Train of Thought
1 Treasure Hunt
1 Impulse
1 Think Twice
1 Ior Ruin Expedition
1 Compulsive Research
1 Consult the Necrosages
1 Forbidden Alchemy
1 Oona's Grace
1 Deep Analysis
1 Foresee
1 Inspiration
1 Mystical Teachings
1 Duress
1 Ostracize
Utility - 3
1 Nehil Spellbomb
1 Capsize
1 Recoil
Test Group 1:
Cakins (CST)
d0su
Macius
Zombie Shakespeare
Undetermined Time
1.) The cards that are legal in a Pauper EDH deck, other than the General, can consist only of cards legal in the Magic Online Pauper format, as determined by this web page.
2.) A Pauper EDH General can be any common creature card legal in the Magic Online Pauper format, as determined by the first rule, or any uncommon creature card legal in the Vintage format.
My list is in my signature however. It is more of a control based list, that intends to clear the board and stabilize before it allows Mr. Teeth to swing for victory.
...
Then that is the incorrect place for it? This is a completely different deck. It being in the UB(w) control section would mean it will be a UB deck, with a splash of white for something.
Edit: Not only does that forum specifically say 'For U/B Control and Esper Control discussion.', but for that one particular thread in that forum, it doesn't even have a primer. It is mostly a personal list compilation.
!? Am I getting trolled here? I think as I see further down that you want to say Entreat the Angels cast on your draw step. You can do that. It is amazing however to play Terminus, Devastation Tide, or even Bonfire of the Damned, or any other Miracle cards you may be packing on your opponent's turn, as they always become more efficient, and you have more chances of casting them for their Miracle cost. You have to understand that there is more than one situation for the cards in the deck, and casting them on your draw phase is definitely not always correct.
This is entirely situational. There is nothing wrong with casting it on your draw step (please understand that the term 'hardcasting' refers to casting a spell for a full cost, rather than other costs), but by playing cards like Think Twice, you have more opportunities to cast spells for their Miracle costs.
Again: ...
And that is much of the goal of the deck. Visions of Beyond, however, is simply a sub par card. It almost never gets full value in any matchup.
UW Miracle Control -- Hallelujah
A Primer
Last Update: 7/31/2012
http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=240133&type=card[/IMG]http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=247426&type=card[/IMG]
Currently still in progress. To do list:
[ ] Card Explanations
[ ] Personal Sideboard / Tuning
[ ] Matchups
UW Miracle Control (Hallelujah) is a control deck at heart, that is able to take on the role of a semi-aggressive deck through the use of quickly clearing the board with the abuse of efficient Miracle sweeper cards, and playing the most effective threats, that have multiple uses based on the current state of the game. The cards in this deck are simply some of the most powerful cards currently in Standard.
One of the reasons to play this deck is that it has no horribly bad match-ups. It tends to be weaker against control, but makes up for it by having a great aggro matchup, which is what a lot of the current meta is. The deck functions well both in the early and late game due to the abuse of Miracle cards functioning at any point. Against aggro, the deck can gain inevitability through effective 1+ for 1s. Against anything, the deck can 'combo off' with a combination of Temporal Mastery with either Entreat the Angels or Tamiyo, the Moon Sage. Entreat the Angels can also simply end games by itself, especially when cast for its Miracle cost.
All of these cards almost have to be included in any deck list in which they are available. They not only make the deck what it is, but are some of the most powerful cards, not only in this deck, but in Standard.
Entreat the Angels
- Great offensively and defensively.
- Natural synergy with Temporal Mastery.
- Ends games quickly.
- Great finisher to tap out with, as the meta doesn't have many answers to it.
- Great at all points in the game.
- Combat trick.
- Kills and defends Planeswalkers.
- Gets additional value from playing Instants.
Temporal Mastery
- Allows for explosive, chained events to occur and overwhelm your opponent.
- Natural synergy with any Permanents; mainly Creatures, and Planeswalkers.
- Best used very early, or very late in the game.
- Is a better version of Instant draw spells in this deck, as it gives another Miracle opportunity.
- Gets additional value from playing Instants.
- In essence, at this card's best, this is what it does: You draw a card, which enables another possible Miracle, untap all of your Permanents, play an additional Land, get an additional Combat Phase, and get to activate abilities, mostly, of Planeswalkers again, while still knowing that if you cast this during an opponent's turn, you have another turn coming. This is all for the cost of 1U. Instant speed Time Walk; please don't doubt the raw power of this card.
Terminus
Devastation Tide
Think Twice
Ponder
These are cards that are either commonly played in the mainboard, or have a use in the mainboard. There are plenty of other cards that can be either played mainboard, or sideboard, but these are just the biggest ones. Please feel free to mention cards you believe should be on a list in this section.
Day of Judgment
Feeling of Dread
Lingering Souls
Timely Reinforcements
Gideon Jura
Dissipate
Forbidden Alchemy
Mana Leak
Negate
Thought Scour
Tamiyo, The Moon Sage
Snapcaster Mage
Despise
Duress
Monomania
Wit's End
Bonfire of the Damned
Desperate Ravings
Noxious Revival
4 Evolving Wilds
13 Island
10 Plains
Spells - 29
4 Devastation Tide
1 Dissipate
4 Entreat the Angels
4 Feeling of Dread
4 Temporal Mastery
4 Terminus
4 Think Twice
4 Thought Scour
4 Tamiyo, the Moon Sage
1 Angel's Mercy
4 Cathedral Sanctifier
3 Dissipate
3 Geist of Saint Traft
2 Midnight Haunting
2 Snapcaster Mage
Visit this tcgplayer article to see more Miracle decklists by Kyle Boggemes and others.
1 Clifftop Retreat
2 Desolate Lighthouse
3 Evolving Wilds
4 Glacial Fortress
4 Island
2 Mountain
3 Plains
4 Seachrome Coast
4 Sulfur Falls
2 Banishing Stroke
3 Bonfire of the Damned
2 Devastation Tide
4 Entreat the Angels
4 Ponder
4 Temporal Mastery
4 Terminus
4 Think Twice
4 Thunderous Wrath
2 Tamiyo, the Moon Sage
3 Clifftop Retreat
1 Desolate Lighthouse
3 Evolving Wilds
4 Glacial Fortress
4 Seachrome Coast
1 Seraph Sanctuary
3 Sulfur Falls
3 Plains
4 Island
1 Mountain
4 Entreat the Angels
4 Temporal Mastery
4 Terminus
4 Devastation Tide
4 Think Twice
4 Ponder
2 Bonfire of the Damned
3 Desperate Ravings
4 Noxious Revival
Yeah, it was intended as rare quality. I recently made it tapped because I decided to not only be able to steal opponent's lands. I feel that if you can be taking a non-basic land, you should be able to search for one. It might be too good, but that would be for future-future testing
Yeah, I'm pretty sure I could definitely agree with the black spell's cost, as targeting will probably have to be where it will be going. That's a good idea with the white one, however I feel like I would change some mechanics on it to make it a better, but not broken card.
Chandra the Firestarter 1RRR
Planeswalker - Chandra
+1: Chandra the Firestarter deals 2 damage to target creature or player.
-3: Any player may have Chandra the Firestarter deal 4 damage to him or her. If no one does, draw 2 cards.
-8: You get an emblem that says "Whenever an instant or sorcery spell is cast, you may copy it. If you do, you may choose new targets for the copy."
Loyalty: 4
My goal was not only to make interesting ramp spells with alternate uses, but also to make them somewhat playable, and the white one in my opinion fits into that category the least. For any of these cards (especially the white one), please give suggestions on how they should be changed. They could be completely different cards, but I want them to be decent.
An explanation for the white one: In my head my two main ideas for it were having artifact/enchantment removal built in, or something defensive. I went for the defensive route. The picture and creature types involved in it... Basically the concept was that you are raised and defended by living rocks. That's about it.
Edit: Now that I think about it, the black one could be changed to getting two lands (what I really wanted in it) if it only let you reanimate one creature. That is probably going to happen.
The black spell could easily be toned down. My idea was to only allow one land to be fetched instead of two. In my opinion it is honestly a great card, but there are drawbacks. If you sac to many lands obviously, wraths will hit you very hard.
The red one... Well, you have to understand that it doesn't always give you a land. You would have to often wait to be able to use it effectively, although it does work very well with walls
Thanks! That's my goal
Truth. I realized this when I was thinking about the concept, and figured in its current state it would have to be a rare. I am going to tone it down however to an uncommon and change it back to how it was in my original plans.
Diverted Enrichment UG
Enchantment - Aura
Enchant Land
When Diverted Enrichment enters the battlefield, the owner of Enchanted Land may search your library for a land card and put that card onto the battlefield tapped under his or her control. Then shuffle your library.
You control Enchanted Land.
Volatile Enrichment 1RG
Sorcery
Volatile Enrichment deals 2 damage to each creature. If three or more creatures are dealt damage this way, you may search your library for a basic land card and put that card onto the battlefield tapped. Then shuffle your library.
Corrosive Enrichment 1BBBG
Sorcery
Search your library for a basic land card and put that card onto the battlefield tapped. Then shuffle your library. Until end of turn, creatures in your graveyard gain "Sacrifice two Swamps: Put this card onto the battlefield tapped."
Nurtured Enrichment 1WG
Artifact
At the beginning of your end step, if a creature with vigilance attacked this turn, put a charge counter on Nurtured Enrichment.
At the beginning of each opponent's end step, you may remove a charge counter from Nurtured Enrichment to put a 1/4 white Boulder creature token with defender onto the battlefield. It has "t: Add G to your mana pool."