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CardName: Lost World Growth Cost: 2g Type: Enchantment - Aura Pow/Tgh: / Rules Text: Enchant land Whenever enchanted land is tapped for mana, its controller adds one mana of any color to his or her mana pool. As long as you control a legendary creature or planeswalker, whenever enchanted land is tapped for mana, its controller adds two mana in any combination of colors to his or her mana pool. Flavour Text: Set/Rarity: Comic Book Set Common

Lost World Growth
{2}{g}
 
 C 
Enchantment – Aura
Enchant land
Whenever enchanted land is tapped for mana, its controller adds one mana of any color to his or her mana pool.
As long as you control a legendary creature or planeswalker, whenever enchanted land is tapped for mana, its controller adds two mana in any combination of colors to his or her mana pool.
Created on 01 May 2014 by MOON-E

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History: [-]

2014-05-01 06:45:15: MOON-E created the card Lost World Growth
2014-05-01 06:45:38: MOON-E edited Lost World Growth

In addition to what I said about Hopeless Cop, this card just feels very awkward. Why does having a legend double mana?

The basic flavor I was going with was cards that got better if you control a "big" hero (having Wonderwoman unlocks the forest power, compared to having one of her amazon sister warriors), but was a solid card if you didn't have a legendary creature or planeswalker in the deck.

I'm fine with the cycle being at uncommon, however this card is based on two commons so I'd wanna change the effect.

The problem is that that theme is already conveyed via power 4 matters. Any humanoid with 4 power of more is a hero, not just the legendary ones. It's unhelpful conveying the theme in two ways. this would be just as great a card with a power 4 clause instead.

Also, second clause should be an 'if...instead' clause onto the first. Otherwise, it's randomly generating three mana.

What Rai said, but also I really don't see the flavor in a land that gets stronger when a hero's around. I understand what it is, I just don't understand why it exists.

Missing the point. You don't want a minor heroes to help you want someone special a member of the JLA. Wingman isn't enough, you need *Aquaman, you don't want any random mutants you want *Beast Boy. For flavor reasons for this there is none really, this was bottom up. I thought Fertile Ground that could turn into a Market Festival could be a good "upgrade" while staying at a common power level.

The way it's worded, it's a 3-mana version of Market Festival. Concept's problematic. There's inertia in trying to make it work, because it indirectly opposes the power 4 theme, which is unhelpful.

Its support to be instead. How does this opposes the power 4 theme?

Even from a not top-down perspective, this doesn't make flavor sense. Like, the idea that my legend powers up my land just doesn't click for me.

What .Rai is saying (that I agree with) is that we've decided to use p4 as the threshold for being "super". If we then turn around and use something else (like being legendary) as yet another condition, it takes away from the p4 theme. Imagine if Theros randomly had a cycle of cards that cared about artifacts. Sure, there could be flavor justification or something, but it takes away from the overarching themes already laid out.

This block easily could have gone in a different direction that focused on legends. (I originally had that idea, but ditched it when p4 came up as I feel it's superior). I think this set still has some room for legends matters cards, but IMO they need to be top-down flavor knockouts to justify their existence, and also need to be higher than common.

Like I said only reason this card is like this is to keep it fair in both modes at common, if we shift the rarity I don't mind doing something different.

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