Shifting Sands: Recent Activity
Shifting Sands: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton | The Sands of Time |
Recent updates to Shifting Sands: (Generated at 2024-04-28 16:57:00)
Shifting Sands: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton | The Sands of Time |
Recent updates to Shifting Sands: (Generated at 2024-04-28 16:57:00)
Did this at work where the supertypes don't show up for some reason so I put it in with Land but forgot to clear supertype, sorry for error.
Thoughts on the card ability itself?
If there are ANY copies of it in play, they self-annihilate!
Double legendary?
Lands can be really hard to design, getting the balance of lavour, power and utility right is kinda tricky.
Well, you've moved it into the territory of being a land I'd never normally use, but can see it being kinda interesting somewhere. Which is where all the recent "Must have" lands have sat too, so it's probably great :)
OK, I think this new version still does what I want it to but deals with concerns. Inspiration from the Scars multi lands.
So changing the cycle to look like this ?
It' a very good guideline, mind you :)
Was just saying that the card seems to have changed completely since its creation.
A 'fair' version of the fallen empires lands might be "ETBs tapped unless you control an island, :, sac:"
Just because it came from Fallen Empires doesn't mean that it's a bad card. You'd be thinking of Homelands.
This card has changed from being a slightly better version of the fallen empires sac lands (which I quite liked, but what do I know?) to being, well, entirely different.
I honestly have no idea what this card would be trying to achieve as it is.
Without the ramp-function of the earlier iteration, you're left with a strange form of CC-fixing, that as Alex points out, is strictly worse than the Shadowmoor/Eventide lands. That wouldn't be so bad in theory, as it's fine to design things that are "strictly worse" than something else, except in this case I don't really know why you wouldn't just play with some Islands.
Does this set have some multicolor-focus that also happens to have a lot of CC-costs?
What purpose are these lands supposed to serve in the design of your set?
Certainly makes it much less worrying. I think it'd probably be fine to remove the sac from that cost now. It's borderline-worse than Cascade Bluffs even without the sac.
How does adding to the sac cost work?
I worry this is potentially too good. Getting 2 mana from a land on turn 1 reminds me worryingly of Lotus Petal.
Darkheart gave me permission to "borrow" this card for this set.