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CardName: Ash-Covered Hills Cost: Type: Land Pow/Tgh: / Rules Text: When Ash-Covered Hills enters the battlefield you may exile a card from your hand and put an expanse counter on Ash-Covered Hills. {T}: Add {W}, {B}, or {R} to your mana pool. Ash-Covered Hills deals 2 damage to you unless it has an expanse counter on it. Flavour Text: Set/Rarity: Foundations Rare |
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Triple lands? I'm trying to make this cycle worthy of keeping their rare slots as wedge Alara lands aren't too interesting.
It really shouldn't have the basic land types. Those make it a lot more powerful. At most, it could be a Plains with bonus
and
abilities. If you make it have basic land types, though, the mana abilities become reminder text (like Sacred Foundry).
I made a cycle of trilands for my set. I used the Lair mechanic from Planeshift (e.g. Crosis's Catacombs). See Direkon's Fortress.
I like your suggestion. I'm not keen on putting in a mana cost to produce the other colors with this cycle, however the current set-up is a little wordy.
I'm not too keen on 'better than Plains', but I sound like a broken record when I keep talking about that. I do like the mechanic. May I suggest exiling the card instead of discarding? These lands have memory issues, but if the card has an exiled land underneath it, people will know which ones are on and which are off.
I like this now, though jmg is right that it's better than a Plains, which is bad.
If this ETBed tapped, it'd be an interesting contrast with Gemstone Caverns. And it'd be okay to keep the basic land type. As it is it's unprintable for the already-stated reasons.
I want to make these strictly better than pain lands. Does anyone even use pain lands?
Yes, yes people do. (Casual, anyway) They use the guildlands more, because they are better, but the pain lands get used. Ok, so now it's dealing 2 damage as a pure triple land; or is a pure triple land at the expense of an extra card. I think that'd be an interesting decision quite often - aggro decks and anyone who worships card advantage would disagree and would always take the pain.
I think I like it this way. Now someone else will point at another obviously-broken land this is better than :)
I think that if painlands were in standard, most pro-tour players would be packing them because they are good. They transitioned out of favor in a very odd way. Shock lands (You know, like Hallowed Fountain) are better than pain lands. Before Shock Lands ran their course, pain lands rotated out of standard. It left an impression of "Pain lands aren't as good as they used to be", which is probably untrue...
Pain lands (Brushland and friends) are top-tier tournament quality. They're close to the top of printable dual-land quality.
I do quite like this new design. Card advantage is quite something to give up for the privilege of getting a pain-free land, but both modes are fairly good; between them this is a good card.