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CardName: Spawning Grounds Cost: Type: Land Pow/Tgh: / Rules Text: {T}, Pay 1 life: Add {G} to your mana pool. {3}{G}{G}, {T}, Sacrifice a land: Put five 1/1 green Saproling creature tokens onto the battlefield. Flavour Text: Set/Rarity: Multiverse Design Challenge Mythic

Spawning Grounds
 
 M 
Land
{t}, Pay 1 life: Add {g} to your mana pool.
{3}{g}{g}, {t}, Sacrifice a land: Put five 1/1 green Saproling creature tokens onto the battlefield.
Created on 20 Nov 2011 by Alex

History: [-]

2011-11-20 15:33:39: Alex created the card Spawning Grounds

An entry for Challenge # 022. It's really hard to make a mythic land that's good enough and exciting enough to be mythic, without being too powerful and noninteractive. I think Summit of the Wyrm might be a better mythic design.

The "sac a land" was a midpoint between Vitu-Ghazi, the City-Tree and Tomb of Urami. This used to make 5/5 or 6/6 Elemental tokens, but I thought a splodge of 1/1s is easier for many decks to deal with. Perhaps two 3/3s would be even easier, although I think that might feel less mythic.

This looks like a pretty good spot for a mythic to me, fwiw.

Looks a little underpowered to me. The first ability is strictly worse than a forest, and that's a pretty bad way to start off. Second, what is effectively 7 lands for five 1/1s? I thought the weenies were supposed to go to white and Sligh. This is green! Gimme a fattie! The idea's good, but the costs are all wrong.

6 lands, not 7 - the one you sac can be tapped.

The first line is pretty necessary to allow a land to ETB untapped; and "ETBs tapped" is pretty much the death knell for constructed playability for many lands. Getting mana from it the turn you cast it is really important. Cephalid Coliseum and Barbarian Ring saw constructed play. I could add the ability to tap for colourless, though, I guess.

And are you seriously claiming green isn't the colour of 1/1 tokens? 102 cards disagree with you. The equivalent totals for other colours are 68, 13, 24 and 24.

No offense, theunansweredquestion, but if this card was officially better than a forest, I'd hate it, hate it, hate it. One of the nice things about Magic is that you don't, in theory, have to shell out tons of money to play the game... you could make an argument for just playing with the commons. They may not be as good, but they shouldn't be completely invalidated. The day that Wizards starts printing non-basic lands that invalidate basic lands regularly, is the day that I quit Magic, and I think there are a lot of people who would agree with me on that point.

On the subject of big creatures versus small creatures, however... I saw that this thing was going to start dumping piles of creatures on the board and went "Ouch" in my head. I don't know who you're playing against, Alex, but that is much harsher than a 5/5 every turn. I might have a few Unsummons and Doom Blades in my hand, and be able to race this card, but it is doubtful that I will be packing that many Pyroclasms in my deck to fight off this weenie horde. The card seems great either way... it just seemed strange to me that you thought that this was "less powerful".

I guess. As well as Pyroclasm, there's also effects like Ghostly Prison/Windborn Muse, Thunderstaff/Ghosts of the Innocent, Silent Arbiter/Dueling Grounds, Lightmine Field/Caltrops, Last Laugh/Festering March, Rain of Blades/Marrow Shards, Goblin Sharpshooter, Olivia Voldaren/Flowstone Overseer, and so on and so on, all of which are more suited to dealing with a horde of tokens than a few 1/1s.

But yes, I will agree the numbers are pretty big on this. That was pretty much required by the challenge. The other thing though is that it's self-limiting. You can only do this for as long as you've got spare lands to sacrifice.

But yes, I'll definitely agree it's pretty likely development would need to tweak some numbers here.

Alright, my view about this has completely changed. I didn't realize how much its non-basicness contributed to its need to be worse than a forest in some cases. The second ability, contrary to my prior estimation, is actually probably overpowered. I was hitting the random card thingy on Gatherer yesterday and saw some other green cards that can totally f*** this baby up...Doubling Season! Ooze Garden!! Gutter Grime!!! And, of course, the inimitable Overrun, all of which can combine to make this more or less unstoppable. When you look at it from that point of view, there has never been anything greener. If your opponent's running a mono-green deck and activates that second ability, kiss your butt goodbye. Mythic indeed.

P.S. I also forgot you can get this baby out even earlier thanks to Llanowar Elves and Birds of Paradise and other green mana acceleration and whatnot. This card is flat out murderous.

P.P.S. Oh, and proliferate!!! This guy kills.

Unfortunately, proliferate doesn't work. That mechanic increases counters on permanents and players by one, it doesn't touch tokens. The rest is certainly true. Here's one more piece of brokenness that won a friend of mine a regionals: Echoing Courage. All token creatures have a name... their name is the type of token they are, so in this case, their name would be "Saproling". In my friend's deck, he used Beacon of Creation along with Echoing Courage to win a regionals despite the abundance of Goblin and Affinity decks. Mad props.

Well, actually Ooze Garden and Gutter Grime don't really interact with this: Gutter Grime specifies nontoken creatures, and Ooze Garden would just turn 1/1 Saprolings into 1/1 Oozes. It's good with Parallel Lives and Rhys the Redeemed though, and indeed Overrun and Doubling Season as you mention; but so are most token-making cards.

I was thinking Ooze Garden as in, Overrun and then turn them all into Overran oozes permanently. I guess you're right about proliferate and most token cards working with each other, but that doesn't negate my point about the power level being off the charts.

No, we were saying proliferate doesn't work with tokens at all, because it doesn't - only with counters. The Overrun play you describe would need a heck of a lot of mana, and depends on, er, not already having won off Overrun which is what normally what happens when anyone casts that spell.

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