Lands

Lands by Ted

7 cards in Multiverse

7 with no rarity

1 token black, 1 token land red, 1 token blue, 2 black, 2 land

17 comments total

Playing with new theories of land designs

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Hhqnro5
Land
Tall Flat Place enters the battlefield tapped.

When Tall Flat Place enters the battlefield return a land you control to its owner's hand and add {c} to your mana pool.

{t}: Add {r}{w} to your mana pool.
Illus. LifelessTomato
5 comments
last 2016-04-02 17:56:10 by Ted
 
{t}: Add {b} to your mana pool.

Sacrifice Mysterious Swamp 3.0: Scry 1.
1 comment
2016-04-02 17:52:39 by Ted
 
{t}: Add {b} to your mana pool.

Cycling {1}{b}
2 comments
last 2016-04-02 17:51:00 by Ted
Basic Land – Swamp
{t}: Add {b} to your mana pool.
When Mysterious Swamp enters the battlefield, scry 1.
Illus. Ninjatic
2 comments
last 2016-04-02 17:40:25 by Ted
Basic Land – Mountain
{t}: Add {r} to your mana pool.
Discard Mysterious Mountain: Scry 1.
Illus. Jesssada Sutthi

Recent comments: (all recent activity)
On Tall Flat Place:

Honestly, in sufficient quantities (at least 2-3 of each/color), Godly Shrines and Tall Flat Places would help. Might not need the basics upgrade

On Tall Flat Place:

New Thoughts: Even without the new basic land cycle, these could help consistency. Maybe these + cycle shocks + cantrips + a weaker basic cycle (?) could be enough.

On Mysterious Swamp 3.0:

See Mysterious Swamp 2.0. Slightly better version of the mountain? Could become scry 2, but that seems a bit pushed.

On Mysterious Swamp 2.0:

On second thought, the island looks better if it boosts decks with less colors...

On Mysterious Swamp 2.0:

See Mysterious Island.

I need to test with all of them, but it currently feels like I'm looking for something between swamp 1.0 and the mountain's power level.

Rough approximations so far: The Island is a major change to magic, which is not such a bad thing. Worth exploring... The Swamp usually adds: During your mainphase scry 1. That's not terrible either but just feels less fun than the island. The Mountain adds a random rule that comes up very occasionally and helps aggro/combo much more than control.

Maybe a slower version of the island would help? One problem with the island is a mono-color deck can just chain them.

On Mysterious Swamp:

In mono/two color decks, this is a ton of scrying...

I"m not necessarily opposed to that and anything that hurts 5c goodstuff is a good thing, but it's something to consider.

On Godly Shrine:

In conclusion, this is the version I'll use if we don't end up including cycle-basics. Need to make a new one for the cycle-basic cube.

On Godly Shrine:

thoughts vs new bounce lands:

Those are essentially:

Land When ETBS, you get {c} and draw a land card (that can then be cycled?). In future turns you get {w/r} (ect).

The cycling is equal or worse on this, thus the only benefit is you get {w/b} the turn it comes down. If I run the new bounce without Cycle-Basics, this becomes much stronger and the two run well together.

On Godly Shrine:

Maybe ETB tapped will grant a benefit instead, these have to compete for picks with the new bounce lands. I could just make them summarily weaker, but will try a powered version first.

On Godly Shrine:

This is shamelessly stolen from the riptide lab forums. http://riptidelab.com/forum/threads/the-danger-zone.1208/

Currently trying to figure out a tweaked version. Maybe 1 life (have to see how new bounce lands go over)

To answer the obvious question: Yes this is better than the original; no they will not be played alongside each other.

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