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CardName: Worldly Nomad Cost: RG Type: Creature - Human Gypsy Pow/Tgh: 1/3 Rules Text: {T}: Untap target land. You gain control of it until end of turn. Flavour Text: Set/Rarity: Pyrulea (Branch 2) Rare

Worldly Nomad
{r}{g}
 
 R 
Creature – Human Gypsy
{t}: Untap target land. You gain control of it until end of turn.
1/3
Updated on 20 Nov 2018 by Brainpolice

Code:

History: [-]

2018-11-07 12:26:35: Brainpolice created the card Worldly Nomad
2018-11-07 12:27:11: Brainpolice edited Worldly Nomad

You have the word Nomad right there in the name and decide to go with Gypsy on the type line. I cannot imagine the reason.

I'm also surprised to see the easily least thought-out discovery-enabling theme in this branch with discovery talked down earlier.

Minor: Swap the two clauses; untapping is the lesser effect, and you avert silly argument like "Yes, and I tapped it again" that way.

Major: Why is land theft red? Untapping lands, sure, that's {g}. But red's "Theft till end of turn" is flavoured as "Temporary loss of reason, overwhelming passion". So this nomad can make a land mad enough to turn traitor? That's... ok, that's actually really really funny if you can get the right image for it. Go for it.

I kind of figure gypsies are nomads so it fit to me :P But I suppose having "nomad" in both places would be more elegant.

It's meant for the {r}{g} land control sub theme. It does enable discovery, but that was never the main intent of the card when I designed it. More like a sneaky way to get cheap land control, and an enhancement of the "land matters" theme of the whole set.

I mostly decided to put this here because it got really good votes in the MTG Salvation custom card DCC contest a week ago.

I don't see it as a no-no for red when mixed with green. I see red as the traditional "land control" color next to green and blue, ala cards like Conquer, Orcish Squatters and Blood Moon. Honestly I think it's a neglected, abandoned theme of red that makes perfect sense via a "conquering" and "wanderlust" flavor. Warlords and conquerors are very red, and love taking people's land. Nomads have a green flavor, but can also have a red flavor, aligning with red's more chaotic/unstable tendencies. They temporarily control land.

That's my reasoning behind cards like this and Barbarian Conqueror. We have an {r}{g} land control subtheme, and they fit perfectly to me, and are almost a retread of what red used to get to do that I think is neglected. Justified with green being in the picture.

As for Discovery, it seems to be kind of hard to design balanced cards around, as anything other than a threshold thing or a trigger. It's probably true that a lot of our initial attempts at designing around it were wrong-headed. The other thing that bugs me is that we have basic landcycling as a mechanic at the same time as Discovery, and in a set with a high amount of non-basic lands. It's actually non-basic lands that will enhance discovery the most, as there are only 5 basic land names and people aren't likely to even be using all or most of them in a deck. I'm not saying that means we should take out basic landcycling, but it needs to be supplemented with more cards that care about non-basics, to make the set more cohesive.

I suppose if we were to use discovery, designs here like Shift Terrain would be more useful than cards that care about basic lands. Even without Discovery, a card like Shift Terrain is nice to have in a set with lots of non-basics. Maybe it could also be tweaked to just search for non-basics, I don't know. But we definitely need some help with getting non-basics out, Discovery or not.

If Discovery is to be used/kept, we would have to clarify how it is properly implemented on cards, and probably scrap half or more of the designs around it we have and replace them with better thought out Discovery cards. It seems to work terribly on almost every instant or sorcery we put it on, especially my own designs, as a wild variable that can vary a card's power from "weak" to "overpowered". I'm not fond of a spell's overall power being so wildly unbalanced based on how many lands with different names you have out.

It does seem to work a bit better as a threshold mechanic on permanents, and a "When your Discovery increases" trigger (as a psuedo-Landfall). Even a lot of the permanent designs I came up with for it, though, still have this wonky factor that could make the card vary from underwhelming and weak to OP. Basically, a lot of such cards, even the rares, are completely underwhelming as anything other than late game plays. That's a problem for a 2 mana card, if its true power and usefulness doesn't really show until turn 5 or 6, by which time it probably has been subjected to removal anyway if it's a permanent, or an instant or sorcery you've been holding onto most of the game.

So, in a nutshell, I'm open to being convinced about keeping Discovery, but only on the grounds that we have a very clear understanding of how it's going to be implemented with useful and balanced designs. In retrospect, I think using it as an open-ended variable, especially on instant and sorcery effects, where "Do X equal to your discovery", like I tried to do with designs like Solar Ritual (the original Solar Ritual), Awaken Terrain, and Natural Morphology, is a bit odd and wonky.

The original Solar Ritual, for example, is a useless play on turn 1 and 2. If you have 3 lands out with different names on turn 3, it's the same thing as Pyretic Ritual, except you had to earn it. Only as a mid to late game play, contingent on your Discovery being 4 or greater, does it do anything useful or unique. It would only be useful as a late game power play for lots of mana, basically. A 2 mana ramp card that isn't really usable until turn 3, and doesn't start to do anything special until turn 4, contingent on meeting a requirement, for red, is odd. But, if you wait, or draw it later, it's 2x better than a Dark Ritual. That's oddly unbalanced, and not very red feeling. Ramp cards are something one wants to play earlier, typically.

­Awaken Terrain and Natural Morphology don't have this problem of being completely useless in your hand if you draw it early. But they likewise don't truly come alive until you wait to play them in the mid to late game. As late game plays they are powerful cards that do something more ramped up than the vanilla versions of such cards. But if you play them the moment you can afford them, they don't really do the special thing they're designed to do, I.E. be a more ramped up version of the effect. I think that creates weird incentives and makes them oddly balanced cards.

If Discovery were to come out as a mechanic today, I think it would be incredibly limiting to build decks around in a Standard format. The Pyrulea set having lots of nonbasics would help though. But Modern players would have a field day with it, as Modern has lots of land options and I could easily see people building decks with only 1 or 2 of each land in order to optimize for Discovery. But all that would be for naught if half or more of the Discovery cards have odd balance issues or are not especially playable when you can afford them, and instead mostly are cards that you're incentivized keep in your hand until the late game, or permanents that are weak plays until you get more lands out. That kind of thing might work well for blue/control players, but otherwise it's not very friendly to most of the rest of the colors, especially red, which wants speed typically.

Let me know what you think about my thoughts on Discovery here. If it can be salvaged, I'm down. ATM, my thought is that salvaging it might mean restricting it so a Threshold mechanic and a psuedo-landfall Trigger mechanic. Which mostly seems to point to it only being on permanents.

Did you read up on the comments in the main branch, because I mention some solutions to discovery that preemptiely answer some of this.

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