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CardName: Tower of the Gatewatch Cost: Type: Land Pow/Tgh: / Rules Text: {T}: Add one mana of any color to your mana pool. Lands your opponents control have "{T}: Add one mana of any color to your mana pool" and lose all other abilities. Flavour Text: Set/Rarity: SM Serious Card Dump Rare

Tower of the Gatewatch
 
 R 
Land
{t}: Add one mana of any color to your mana pool.
Lands your opponents control have "{t}: Add one mana of any color to your mana pool" and lose all other abilities.
Updated on 08 Feb 2016 by SadisticMystic

History: [-]

2016-02-08 03:55:56: SadisticMystic created the card Tower of the Gatewatch

Seems powerful.

Mm. I assume you either play this if you're really hurting for the right mana, or if your opponent already has their colors on board, at which point it can only screw them up.

To be honest, I'm guessing this card would see play even if the first ability was "{t}: Add {c} to your mana pool." I'm not sure about Standard... but a colorless version of this card would hit every Commander deck I own, and I'd include at least one copy in most Legacy decks. I really don't know enough about Modern, though, to know how likely it would be to pop up there...

Yeah, this is very powerful indeed. Hoses Inkmoth Nexus/Mutavault etc, Kessig Wolf Run etc, Mishra's Workshop, Dark Depths, and so on; and unlike Strip Mine, one copy of this shuts down any number of those opposing ones and still makes mana for you.

Now yes, it does make it rather easier for the opponent to cast their splash or colour-intensive spells. But that seems like a minor price to pay. "Your lands are now very good at mana making, but THAT'S ALL THEY'RE DOING, OKAY?!?" :)

That's all that land should ever be doing.

So this is "Hey, I want 5-colour enable, and I'm willing to give it to everyone to get it" (with a splash of multiplayer politics). Which is... pretty awesome, but the downside probably balances it. Cool!

I guess this is a sideboardable card for those times when R&D mess up and print (bl)inkmouth. For that purpose, it'd be pretty painful to draw this in a starting hand, against most decks.

Notably, it leads to less downtime spent shuffling for an opponent who uses fetchlands. After the most recent Pro Tour, the fact that it also subtly hoses {c} costs (despite looking like an enabler) was actually the main idea that led to its creation.

There's a bit of a quirk in that A can play one of these, then B can play one, and only B's lands end up "utopianized", bringing back shades of the Lin-Sivvi-era legend rule. Making that work more intuitively will require either a dummy land type (and Tower is of course already taken), or a longer and uglier template.

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