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CardName: Rootwoven Path Cost: Type: Land Pow/Tgh: / Rules Text: Rootwoven Path enters the battlefield tapped with two charge counters on it. {T}: Add {g} to your mana pool. {T}, Remove a charge counter from Rootwoven Path: Untap another target permanent. Flavour Text: Set/Rarity: Anydria Storage Uncommon

Rootwoven Path
 
 U 
Land
Rootwoven Path enters the battlefield tapped with two charge counters on it.
{t}: Add {g} to your mana pool.
{t}, Remove a charge counter from Rootwoven Path: Untap another target permanent.
Created on 09 May 2013 by Link

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2013-05-09 00:44:25: Link created the card Rootwoven Path

Alternately: "Target creature gets +2/+2 UEOT."

on 10 May 2013 by Visitor:

I like as is and the alternative, but as is I'm a little wary of untapping any ol' permanent. Lol. Also, given the name, I'm reminded of Root Maze, what do you think about making it tap a permanent?

^was by me, but I hadn't realized I wasn't signed in. Lol.

A limited number of permanent untaps seems fine to me. Cf Aphetto Alchemist / Ley Druid / Fatestitcher repeatably, or Emerald Charm/Twiddle as a oneoff. This is quite cunning in fact because lands are the most dangerous things to untap, but here you're giving up a mana to do so which rather reduces the acceleration potential.

This is in a cycle with Appeals Court, Rotting Fens, and Rockfall Chasm. I think they can be dropped to common. I really like the idea of them and I'm looking for a cycle of lands at common for Set One. Do you think this idea is acceptable at common? The actual effects may change yet. I'm also considering whether or not it would be wise to add the Desert subtype. There are going to be 6 Deserts in the set already. Is 10 too many, or do I need that many to make the cards at common that care about Deserts less likely to be useless?

A few thoughts:

  • ETBT lands with utility abilities are often a fine thing at common.
  • However, lands with counters on haven't been seen at common for a long time; I'd guess it was Mercadian Masques's Peat Bog cycle. That might end up being a bit too fiddly.
  • As for the Desert issue: In general on Multiverse, the set's designer will be the one to know the set best. That means saying "the cards at common that care about Deserts" is a hard concept for people to grasp if we haven't been following the set in detail. Give us a couple of links so we can make an informed comment :)
  • So it'll depend what the commons that care about Deserts do. If they're playable without a Desert but get better with one, that's fine if the only Deserts are uncommon and up. If they're mostly pretty poor without a Desert, that might even be okay. But if they literally can't be used at all without a Desert, that definitely needs multiple Deserts at common to be a relevant thing on commons.

Apologies for giving inadequate information. I have yet to set anything in stone as far as cards that card about Deserts. So far, I'm planning on having a cycle of cards at common that interact with Deserts, which tentatively includes Darksand Enveloper and will certainly include Dunegrass Elemental. As you can see, neither of those cards work at all without Deserts, thought that doesn't mean that the other cards in the cycle will be the same. However, I feel that if Deserts are going to be a theme, there should probably be a cycle of "Deserts Matter" cards at uncommon, as well. There's already Bottle of Sand, thought it's not in the set yet for sure. There more I think about it, and the more I think about the cards I want to add, the more I realize that there probably should be 5 Deserts at common. (Look, Alex. You made me answer my own question!)
Upon reading your reply and reflecting on the NWO, these Charge Counter lands aren't really acceptable at common purely for the issue of board complexity.

Well, technically someone could still play those two cards without any Deserts, but they'd be very lackluster vanillas. I think you're right that you want common Deserts but this cycle isn't the best candidate.

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