Link's Unplaced Cards: Recent Activity
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Recent updates to Link's Unplaced Cards: (Generated at 2026-08-24 22:32:47)
| Link's Unplaced Cards: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
| Mechanics |
Recent updates to Link's Unplaced Cards: (Generated at 2026-08-24 22:32:47)
I want to build a deck with this + Unburial Rites.
With Yet Another Aether Vortex, cards in libraries can be tapped :>
And yeah, I've come up with few designs involving tapping spells on the stack before. Never found a compelling enough use case to make it worth the "Huh?" factor, though.
I'm quite aware, amuseum. Thank you.
I would push for the rule to be broken. I want to be able to tap my spells!
...which is a pity. Though I'm not sure why that rule exists. I've seen Wizards alter the rules for less invasive stuff than that (i.e. Mindslaver). After all, exiled permanents can be face-down... I don't think it's that much of a stretch to add "Cards enter the graveyard untapped" to the rulebook.
I would, however, add "tap five untapped other creature cards...". A number of people wouldn't realize that you can tap the angel while it's in the graveyard for its own ability.
only permanents in play can be tapped/untapped
It flies when enchanted and equipped. :-)
Reminds me of my old Seasoned Blademaster :)
(A Faerie that doesn't fly?)
This is a bad design. Originally it didn't add mana if it "died," but it seemed really awful, so I added that clause... It's just not very good.
V: You may like to check out Sunpetal Grove (or Temple Garden). This is quite an interesting comparison to Sunpetal Grove: if you do have the basic, then this enters as a nice dual. If you don't, though, Sunpetal Grove becomes an Elfhame Palace, while this... is some weird half-a-Manamorphose. (That, as jmg says, uses up your land drop.)
I find it funny how powerful this looks when one compares it wrongly to Elvish Spirit Guide. "You get the mana, and draw the card..."
And, yeah, before someone tries to correct me, I know, I know. Land drop.
Oh, wow. There's GOT to be some way you can abuse that. Perhaps some way of bringing it back from the graveyard every time a land dies?
Given this is perfectly playable (and almost a 'must run' as just "A forest or a plains as long as this isn't the first land you've played this game" even without all that added on entry stuff; I wouldn't have added it.
It's only very slightly less powerful than a true dual land even without it. With it? Yowsers. Though it DOES make for an interesting tension, which it would be a shame to lose completely.
How's this?
Softened color commitment and made stronger.
Looks rather overcosted. "Tutor up the third-best card in my deck" doesn't look like it should cost


.