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CardName: Thallid Deepwood Cost: Type: Tribal Land - Fungus Forest Pow/Tgh: / Rules Text: Thallid Deepwood comes into play tapped. {T}: add {G} to your mana pool. At the beginning of your upkeep, put a spore counter on Thallid Deepwood. Remove three spore counters from Thallid Deepwood: put a 1/1 Saproling creature token into play. Flavour Text: Set/Rarity: Valnalia Uncommon

Thallid Deepwood
 
 U 
Tribal Land – Fungus Forest
Thallid Deepwood comes into play tapped.
{t}: add {g} to your mana pool.
At the beginning of your upkeep, put a spore counter on Thallid Deepwood.
Remove three spore counters from Thallid Deepwood: put a 1/1 Saproling creature token into play.
Updated on 06 Mar 2014 by Angle

History: [-]

2014-03-02 20:46:36: Angle created the card Thallid Deepwood

Does anyone think this is broken? I don't, but I'm not entirely sure.

No, I think it's pretty cool. A very sensible use of the Tribal type: you don't want this to be Shockable, but you do want Fungal Bloom and Sporesower Thallid and so on to work with it.

It probably doesn't need to be a Forest. It'd be fine as just an ETBT tribal land that taps for {g}. Either way though it should have the green land frame, not the colourless land frame.

2014-03-06 19:17:56: Angle edited Thallid Deepwood

I want it to be a forest so you can search for it with cards that go for forests.

To be honest, I rather hate slapping basic land types on a card 'just cause', or to make the land more powerful. I mean, I'm all for it if there's some sort of flavor or mechanical justification for doing it. But 'this land has Forest-like elements' can be applied to 80% of all the lands that produce green mana. What makes this land any different?

I doubt I convinced you otherwise, Angle, and that's fine. I assume that anyone who wants to add basic land types to non-basic lands is just coming at the game from a different approach than I am. It's just, to me, it feels like the game got cheapened a little when they printed Hallowed Fountain, then later printed Moonring Island. I get why Wizards would want to print non-basic lands with basic land types. I just don't get why they would want to print it on those two non-basic land cycles, that have nothing to do with requiring a basic land type.

On a separate side note, I'm less sure than Alex that this isn't too powerful a card, but it's close enough for me to say "Sure. Looks fine." It's an interesting thought experiment to play out, when you think of it. "Can you staple a 3.9 star 1/1 creature ability on a land with etb tapped, or 'Add {1}' and call it a day?" Cathedral of War seems to think so. Elfhame Palace would argue that it's not even that big a deal, since that's just a Plains with Llanowar Elves ability stapled to it.

Hmmpf. Now that I think of it, this is probably as fair as they get. I wonder what other creature/land combinations work like that. 3.8 stars to 4.0 stars gives me Fume Spitter land, Blood Pet, Goblin Sledder, Icatian Javelineer, Orochi Leafcaller, Rootwater Diver, Scorched Rusalka and Vedalken Certarch, all which seem reasonable to me. Obviously, this can't be a hard and fast rule, though. Sakura-Tribe Scout and Elvish Pioneer would just seem wrong.

Heh, interesting. Rootwater Diver becomes Buried Ruin. Blood Pet sortof becomes the Ancient Spring cycle.

­Fume Spitter and Icatian Javelineers make me wonder if those effects would be too strong though. I recall that Barbarian Ring and even Cabal Pit got played, and they're much worse than Fume Spitter on an ETBT land. I think there's something about the economy of what effects merit being a card on their own, versus which ones it's okay to get for free on a land, with removal being firmly in the "spend a card on it" camp (see also Mouth of Ronom, Keldon Necropolis, Rath's Edge). I guess Quicksand isn't too far from Fume Spitter / Icatian Javelineers as a land?

Similarly Orochi Leafcaller as a land sounds crazy powerful to me. But... maybe if you make it a rare, like Cathedral of War, it'd be okay?

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