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CardName: City of Contradictions Cost: Type: Land Pow/Tgh: / Rules Text: {T}: Add {1} to your mana pool. {T}, Sacrifice City of Contradictions: Search your library for a basic land card of a type not already on the battlefield under your control. Put that card onto the battlefield tapped, then shuffle your library. Flavour Text: Set/Rarity: Community Set Common

City of Contradictions
 
 C 
Land
{t}: Add {1} to your mana pool.
{t}, Sacrifice City of Contradictions: Search your library for a basic land card of a type not already on the battlefield under your control. Put that card onto the battlefield tapped, then shuffle your library.
Updated on 10 Oct 2011 by jmgariepy

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2011-10-09 04:53:48: jmgariepy created the card City of Contradictions

Technically, any card in your library is not already in play, right?

I was thinking about the multi-color tribe, and how, ideally, I'd like to see them go nuts with colors. 3, 4 and 5 color decks would seem best applied to them. I was also thinking we may want to design an equal amount of allied and enemy colors to encourage this. If we only have 14 slots for multi-colored cards, and we spread them out among 10 2-color combinations, people would have to start going 3 color just to make a viable gold deck.

This land is designed with that principle in mind. It's really bad in mono, or 2-color mono decks. If you're playing R/G and you already have a Forest and a Mountain in play, it isn't offering you anything. In a 5 color deck, though, this card is solid. Getting you the land you need untapped.

2011-10-09 04:59:22: jmgariepy edited City of Contradictions

I think it needs to say "of a type that is not already in play" or something similar. Also, this is better, even in a two-color deck, than Evolving Wilds on the first turn. It thins your deck with no drawback. I fear the bonus {1} is too much.

I was still editing. We seem to be right on top of each other today, Link :)

This is better on round 1. Then goes quickly downhill in a two-color deck. I added the "tap for colorless" to prevent people from saying that it needs it. I figured it was better if people knew that I thought of it by adding it... but all I did was reverse the comment, I suppose. It is a tricky problem, though. It kind of sucks to see a land come out and do absolutely nothing.

As it stands, this seems more powerful than Evolving Wilds, it's true. It certainly doesn't obsolete it. I probably put too much oomf in this, though. How does keeping the tap for colorless, but put the basic land into play tapped sound?

2011-10-09 05:08:05: jmgariepy edited City of Contradictions

Haha, yeah. Sorry about that. Usually we all see to work at different times. I figured we were all in different time zones or something.
Having the land enter tapped is probably fine, if you keep the tap for {1}. I might prefer an untapped land without the {1}, I'm not sure.

I'd say the land should arrive tapped. Almost all nonrare fetchlands do that. This already has a powerful bonus in being able to tap for {1}. I really like it as a 5-colour facilitator, btw.

2011-10-09 22:51:11: Alex edited City of Contradictions:

tweak wording for simplicty

Yeah, let's do that. Editing.

2011-10-10 00:32:32: jmgariepy edited City of Contradictions

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