CardName: Fool's Paradise Cost: Type: Land Pow/Tgh: / Rules Text: {T}: Add 2 mana of any one colour to your mana pool. Each opponent may draw up to two cards. Flavour Text: Bounty overflowing, too much to be restrained. Set/Rarity: Multiverse Design Challenge Rare |
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Created for Challenge # 049.
Lands that produce multiple mana are stupidly good. Gaea's Cradle and Tolarian Academy are amongst the most broken cards from the most broken block. Ancient Tomb and City of Traitors are way above the curve by modern standards.
Even the innocuous Ravnica karoos like Boros Garrison, which don't give you more mana than you've had land drops, have been stated as being more powerful than current Wizards R&D would approve.
And I've been somewhat scathing in the past about cards on Multiverse that are lands that tap for multiple mana. Yet with the specified name "Fool's Paradise", I felt that I had to try to make one.
How big can you make a drawback on a multi-mana land before you make it unplayable? Is it the same space as Lion's Eye Diamond, where there's no space between "useless" and "broken" but in fact instead they overlap? Perhaps.
I had to make it "may" or it'd be ludicrously good in mill/Prosperity/Black Vise decks. It might be mostly unplayable. But I think I could see this card seeing occasional play in some crazy combo decks. And occasionally group hug EDH players would bust it out and make people suspicious :)
I rather like it. I can assure you, though, that my round one and round two play might be "Tap Fool's Paradise. Play Howling Mine. Round 2. Play a Swamp. Tap out. Play Underworld Dreams."
Not that I have a problem with this, mind you. ;)
Even if you do that, you've given the opponent up to 5 extra cards before you punish them for it. I don't think that's overly powerful.
Hmm. Does that imply that me Tilled Field et al are overpowered? They're 2 mana every other turn - but only if you use them every other turn. If you go a while without, then they can be 2 mana every turn.
I don't think Teferi's Isle ever did anything disastrous. Granted, that land takes 3 turns to get going, but the inability to use a double land the round you play it is a pretty strong set back. The whole point is to get the fast mana now.
Yeah, I think Chris's Accumulate lands are fine. The dangerous bit about two-mana lands is the potential for explosive early turns. If you have to skip getting mana from them for a few turns, I think that alleviates most of the problems.