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CardName: Mysterious Marsh Cost: Type: Land - Swamp Pow/Tgh: / Rules Text: ({T}: Add {B} to your mana pool.) Mysterious Marsh enters the battlefield tapped. {T}: Add {B}{B} to your mana pool, put a madness counter on Mysterious Marsh. Whenever you tap Mysterious Marsh, you gain an Insanity counter for each madness counter on Mysterious Marsh. Flavour Text: Set/Rarity: Snap Rare

Mysterious Marsh
 
 R 
Land – Swamp
({t}: Add {b} to your mana pool.)
Mysterious Marsh enters the battlefield tapped.
{t}: Add {b}{b} to your mana pool, put a madness counter on Mysterious Marsh.
Whenever you tap Mysterious Marsh, you gain an Insanity counter for each madness counter on Mysterious Marsh.
Updated on 19 Apr 2013 by Camruth

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History: [-]

2013-03-24 11:11:49: Camruth created the card Mysterious Marsh

How bad is gaining an Insanity counter, really?

Mmm, I don't know what the opposite of parasitic is; but this is it. Outside of block they don't do anything bad? This becomes far too good. In block? ... Actually; I think it stays too good, but at least the tools exist to punish it.

(Even so... I can use this 9 times for no penalty? Is the game gonna last that long? I guess you wouldn't want to replace ALL your land with them)

2013-04-18 13:30:30: Camruth edited Mysterious Marsh

Yeah, having trouble with these, maybe I'll go with them not having a land type and be {t} add {1} or {t} add {b}{b} gain an insanity counter - still etb tapped.

Maybe insanity counters could self-proliferate or something, like "at the beginning of your upkeep, if you have any insanity counters, gain another one" or "if you have an insanity counter, whenever a creature deals damage to you, gain another one".

That way "gain an insanity counter" lands are still powerful, but there is at least some real downside to even a small number of uses. It's probably too complicated and doesn't fix the problem, but it felt a lot more like insanity to open yourself up to that risk, than to be able to activate it N times fairly safely.

Heh... I kind of like Jack's idea. Personally, I'd love to see the insanity counters double each turn, leading to 250 (Maybe?) to lose the game... but that may make late game insanity counters lose all relevence. Maybe that's fine? I mean, if the late game insanity counters have lost relevence, then you're going to lose soon, unless you win.

2013-04-19 07:45:38: Camruth edited Mysterious Marsh

How does this look, is wordy but hopefully captures the "the more you use it the more insane you become" flavour. You use the accelerated mana once and you pay for it every time you use it after that period.

2013-04-19 07:48:22: Camruth edited Mysterious Marsh

Hmm. Sortof works, but still doesn't deal with the problem that I can use this for crazy acceleration on turns 3-4 and then never tap it again (because I've practically won by then).

Though, it's better. I don't know if the crazy 4 turn combo decks still exist. With this version, at least something bad happens when you use the second activation... the entire card becomes hard to use. You can't tap it for {b} anymore without hurting yourself. At least, in theory.

All it takes, however, is for a card like Tooth and Nail to be hanging out in standard, though, for it not to matter again.

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