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CardName: Seedlings Cost: 1g Type: Sorcery Pow/Tgh: / Rules Text: Grow (Put this onto the battlefield transformed as it resolves.) Create two 0/1 green Plant creature tokens. Flavour Text: Back side: CardName: Old Growth Cost: Type: Land - Forest Pow/Tgh: / Rules Text: ({T}: Add {G} to your mana pool.) Old Growth enters the battlefield tapped. Flavour Text: Set/Rarity: Cards With No Home Common

Seedlings
{1}{g}
 
 C 
Sorcery
Grow (Put this onto the battlefield transformed as it resolves.)
Create two 0/1 green Plant creature tokens.
Old Growth
 
 C 
Land – Forest
({t}: Add {g} to your mana pool.)
Old Growth enters the battlefield tapped.
Updated on 14 Sep 2017 by Link

History: [-]

2017-09-13 03:29:09: Link created the card Seedlings

I see the complexity inherit in having two quite different sides as being quite problematic - especially as a common. The DFC we have seen so far (at common) have A) noted the other side's p/t since most of them we're creatures (vanilla and french vanilla as well if we count werewolf ability as a keyword) B) Always been of the same type on both sides C) Been mechanically very similar on both sides.

Now, we could throw this in as a random uncommon / rare in a set. However, DFCs require their proxies to be distributed properly and it's hardly worth the trouble to go that over one or two cards unless they are super-high profile cards such as planeswalkers.

"A Card Without Home" indeed.

As far as power level goes, I keep getting reminded by Nature's Lore, which is a "solid" card (this also reminds me a little bit of Growth Spasm), so this seems a bit too powerful in comparison.

It's not clear from the mechanic name, but all cards with the mechanic would turn into lands. I should have made note of that in an initial comment.

­Nature's Lore puts the land out untapped, and mouth it and Growth Spasm thin your library and can provide you with a second color of mana. Growth Spasm also temporarily provided you with two mana. I do agree that this is likely too strong at 2 CMC, though.

2017-09-13 11:45:50: Link edited Seedlings

I would assume that at least the commons would turn into their basic land variants. That however, makes one question why can't they just tutor for those basics from library... While I'm not a fan of shuffling (though you could also "cascade" for those lands), I would still rank the overheads of it less than those of DFC.

Maybe some kind of new land subtype (such as Gate or Locus) could justify this card's / mechanic's existence. You could have this land type be characterized by always being the flip side of a DFC (or something like that). With a subtype you could still keep the flip sides be relative simple as well.

So, to me salvaging / polishing this mechanic further essentially comes down to reflavoring it.

As for power level, I know the differences between the card - I didn't imply it being a strictly better variant or anything. The easiest fix IMO would be for this to just create a single Plant token.

This is quite an upgrade on Khalni Garden and Moss Diamond. Still very strong at 1 token, I would probably kick it up to 3 cmc and stay at 2 tokens unless there's a specific desire to push it.

--CF

This is not an upgrade on either Khalni Diamond or Moss Diamond, since the Garden has no mana cost and Moss Diamond has a colorless mana cost.

That said, with the current effect, I can see this costing three mana.

This is honestly just another adaptation of a Duel Masters mechanic. I was thinking about what it might look like in Magic.

I think it's a cool mechanic. And I would definitely consider it an upgrade to both cards, though I'm aware it isn't srtictly better.

--CF

Huh, interesting. It works better somewhere DFC don't constantly need to be proxied or unsleeved and resleeved. I guess you could skip that for some lands? Is duelmasters better like that?

The obvious comparison seems "rampant growth".

My other immediate thoughts are, how about lands with "when this ETB, you may pay COST, if you do..." That uses up a land drop, but might fit more naturally into magic.

My OTHER thought is, what if magic gave up "lands are free", and allowed fancy lands to have mana costs. Although you'd need to figure out if that was as well as or instead of a land drop. Or maybe "land drop" should have a cost symbol associated with it...

Duelmasters differs in that there are no lands, so any card can be played as a mana source as an alternate method of playing it. Spells with the mechanic I'm referencing are placed into the manga zone once they resolve.

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