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CardName: Terrain Simulator Cost: Type: Land Pow/Tgh: / Rules Text: {1}, {T}: Search your library for a land card and put it onto the battlefield. Return it and Terrain Simulator to your hand at the beginning of your next upkeep. Flavour Text: Set/Rarity: Infinite Potential Well Uncommon |
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Ooh... I know that this isn't "
: Draw a card." but it's pretty close... It's certainly seems better than Journeyer's Kite.
The right play here seems to be using it with fetchlands, including Terramorphic Expanse. Double the deck-thinning, and the lands stick around permanently!
Nice. But you do effectively lose two early land drops to set it up; so probably not unreasonable.
Only miss one land drop. The land you put into play doesn't count as a land drop.
You pay the one to drop it, though. Which usually ties up a second land. If it weren't for the various ETB lands I'd be thinking this was an interesting edge-case usable. With them... it's plain good. But I'm not convinced it's TOO good, yet.
You pay the one to activate it, but then put a land into play untapped, effectively negating the activation cost. If I have 3 lands and this card, I play all 3 lands, then this card, fiddle around, and never miss a land drop again. I don't care that I missed that last land drop, because this isn't a land... it's a spell that costs
which reads "You never run out of lands". That seems like this card is a "always play at least one" for every deck that runs more than 20 lands. I could see not playing it in Affinity... maybe even the most aggro of aggro decks perhaps.
Even without using fetchlands for acceleration, its role as a "never run out of lands" land is significantly better than Thawing Glaciers, which is banned in a format (Ice Age block, dead as it may be) that still allows Necropotence.
What of it returned itself to your hand as well? If you tried using it every turn, your mana base would stagnate, since you wouldn't increase the number of lands you control.
That seems saner. Then it's at least worse than Thawing Glaciers, mostly, although it doesn't ETBT either.
Huh. "You never run out of lands" seems to me something that should be just be a rule of the game somehow (and indeed, was the main justificaiton of the mulligan rule).
So I'm not seeing a problem with that part of it. I'd have gone the "Basic land" route, personally - but bouncing itself seems to work too.
Well, I don't specifically have a problem with that mode of play either... I'll tell you what Vitenka. If we ever play a game, we'll go no maximum hand size, and both of us start with a broken version of Terrain Simulator in our hands. Sound good?
Oh, also, on further reflection, I love how this card turns Turntimber Grove into a funny silver bullet.
Ha! Sejiri Steppe even more so.