Misc Design for future sets.: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics |
CardName: GWU Cost: Type: Land Pow/Tgh: / Rules Text: When GWU enters the battlefield tapped. {T}: Add {1} to your mana pool. {1}, {T}: Add {G}{W}, {W}{U}, or {G}{U}, to your mana pool. Flavour Text: Set/Rarity: Misc Design for future sets. Uncommon |
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Nice. A tweak on Mystic Gate: it can't get you two of the same colour, but it can fix whatever colour-pair you're missing in a GWU deck. Much better than Sungrass Prairie, but most lands are. I think this cycle is at a great power level.
(I fear they'd be rare, because I think they'd be great in tournaments and would make Wizards lots of money being rare. But.)
They may be rare but it really depends on the setting. Also entering tapped does make it much slower than most modern rare lands.
Ah yes, that's true, tournament players don't like many ETBT lands. They'll put up with it sometimes - Celestial Colonnade and friends were very popular in tournaments, and Guildgates are seeing a little bit of play as Hallowed Fountain 5 and 6 - but yes, that might well drive it down to uncommon.
It's really interesting to compare this to Seaside Citadel actually. A plains and Seaside Citadel can make WW, WU or WG, while a plains and this can't make WW but can make GU; on the other hand, a mountain and Seaside Citadel gives you lots of red/X gold combinations, but no Bant pairs, while a mountain and this gives you 1R or the same three Bant pairs it did before. So... the Citadel might be slightly better, but this is still better in some circumstances. Nice place to be.
Cool so I've gotten this cycle nice and polished from the sound of it. Good to know.