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CardName: Limestone Deposit Cost: {W} Type: Artifact - Mineral Pow/Tgh: / Rules Text: When Limestone Deposit enters the battlefield, sacrifice a land. {T}: Add {W} to your mana pool. {T}:Craft into Vigilance (Exile this attached to the next permanent you cast this turn. It gains Vigilance. Draw a card.) Flavour Text: Set/Rarity: Strike The Earth Common

Limestone Deposit
{w}
 
 C 
Artifact – Mineral
When Limestone Deposit enters the battlefield, sacrifice a land.
{t}: Add {w} to your mana pool.
{t}:Craft into Vigilance (Exile this attached to the next permanent you cast this turn. It gains Vigilance. Draw a card.)
Updated on 12 Nov 2020 by Vitenka

Code: CW06

History: [-]

2011-08-31 08:42:20: Vitenka created the card Limestone Deposit

Yeah, so. Fluffy description of exactly how it works, for now. Also need 5 small effects - this is meant to be slightly less powerful than dark ritual (duh) but still pretty nice.

2011-08-31 08:50:46: Vitenka edited Limestone Deposit
2011-10-27 10:37:16: Vitenka edited Limestone Deposit
2011-10-28 12:47:51: Vitenka edited Limestone Deposit

Ok - how's about this to fix up the cycle:

Casting cost becomes {1} and sac a land. Making them potential colour fixing, though they use up your land drop. The craft still lets you draw a card - so you've swapped two cards (one a land) for a new card and the crafting.

They're still not big things, but they seem like the sort of thing you'd use sometimes and their cyclability should make them usable.

Hmm. Still not acceleration, and still only one colour of fixing; i. e. less effective fixing than a Plains. They're like 1/5 of a Mana Cylix, which I always felt bad about playing. And it can turn into a copy of Vigilance, which was a 15th pick.

I do fear that for as long as you keep trying to make these sac a land, these will still be unplayable.

Well, one purpose of these things is to get lands into graveyards. I don't actually care where they come from.

How about if I search them out of your library? That makes it almost pure upside.

While I agree with Alex on power level issues, I've still got to point out that you probably want them to sacrifice untapped lands. Otherwise, the turn you play them will come with a bonus mana, which does make them a little better, but it doesn't make the card look better, because many people won't notice that... and player perception is kind of important...

Oh, also, have you thought of making utility lands that don't do much the round after their played? That way you'd have lands you can easily sacrifice without worrying too hard about it. Maybe something like:

This Land is Expendable
Land
This land is expendable enters the battlefield with 3 mining counters on it.
­{t}, Remove a mining counter from ~: Add {w} to your mana pool and gain 2 life.

Hmmm, not sure I can fix an overly weak design by adding more weak cards.

And not sure I can trust myself to not accidentally make the lands too good.

Right - top down time.

Craft. Evoking the sense of building stuff into other stuff as a thing that dwarves DO. In DF crafting is based mostly around stuff you dig up whilst making rooms. (Some stuff from killing things) Some dwarves and it improves the quality of things you can make anyway and makes dwarves happier.

Mechanically - it needs to be a cycle of cheap support commons, and in keeping with the rest of the set wants to aim at about 4th pick in every other set desirability wise.

Crafting is SO flavourful it deserves a keyword - but at this point that keyword only lives on these 5 cards so it doesn't need to be a mechanical one.

It also needs to support the "Put your lands into the graveyard", or some other set of cards needs to do so, because right now the hate triggers don't happen enough.

Yeah, ok, writing it all out like that it's pretty clear I'm trying to hang too much on a single mechanic - I need to split it up, and the 'lands into your graveyard' part isn't a bad plan.

2013-08-09 14:20:56: Vitenka edited Limestone Deposit:

doh, have to actually activate to craft

How do you exile this attached to something that doesn't exist yet and very well might never exist? Attaching is best used for permanents anyway, exiled cards can be associated in looser ways avoiding the keyword action.

When do you draw the card? Immediately or as you get/cast the permanent? Too many moving parts.

If I had to make a suggestion without new rules tech, I'd say:

> {t}: Craft vigilance into a permanent that entered the battlefield this turn. Draw a card. (To craft this, exile it. That permanent has vigilance as long as this remains exiled.)

I could tinker with this wording to remove the "as long as this remains exiled", but we've come a long way, so:

> {t}, Sacrifice ~: Put a vigilance counter on target permanent. Draw a card.

But we can do better and more flavorful than that yet:

> Vigilance
{t}: Process ~. (Merge this underneath a permanent that entered the battlefield this turn, losing this ability.)


Ignoring the "craft" aspect the weakness of this design is that you cannot fix mana with it. It should have a generic cost, so sacrificing a land to get out of color screw seems more of a prospect.

Maybe sacrificing the land could be an alternate cost though, so it's like ramp in a color you already have, but fixing mana in a pinch also. Would cost more to cast with mana then.

Thematically that would be the difference between importing ore and mining it yourself.

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