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CardName: Badland Warp Stone Cost: 3 Type: Artifact Pow/Tgh: / Rules Text: Lands you control become Badlands, gain "{T}: Add {W} or {R} to your mana pool.", and lose all other abilities. {T}: Add {W} or {R} to your mana pool. Flavour Text: Set/Rarity: Multiverse Design Challenge Uncommon

Badland Warp Stone
{3}
 
 U 
Artifact
Lands you control become Badlands, gain "{t}: Add {w} or {r} to your mana pool.", and lose all other abilities.
{t}: Add {w} or {r} to your mana pool.
Created on 25 Sep 2013 by jmgariepy

History:

2013-09-25 00:40:16: jmgariepy created the card Badland Warp Stone
2013-09-25 00:41:15: jmgariepy edited Badland Warp Stone

For Challenge # 088. This mechanic is a bit forceful, jamming players forcing players into a two-color only deck. That said, I think most players will find the trade off very useful, since, if they are playing two colors, they will never have to worry about mana requirements again after playing a warp stone. Ghost Council of Orzhova is a lock after playing a Scrubland Warp Stone on turn three.

The big problem is what happens when someone gets wise, and puts two different ones into play. I know that the latest one overwrites the oldest one... but I assume most new players wouldn't guess that, and assume they get four land types and names now. That's not a great interaction at uncommon, I know. My unfortunate fix, I guess, would be to add the type 'warp' to this artifact, and add "As ~ enters play, sacrifice all other warp permanents that do not share its name." That's fiddly, and an official drawback, where the card only kind of sort of had one before. Meh. Back to the drawing board.

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