New Mirrodin: Recent Activity
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Mechanics | Skeleton |
Recent updates to New Mirrodin: (Generated at 2025-05-04 19:49:10)
New Mirrodin: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton |
Recent updates to New Mirrodin: (Generated at 2025-05-04 19:49:10)
Another of the rare land cycle that encourages you to play it early, but at a rough expense.
Ah, forget it. Skulltap feels better to me.
My first thought was to use Sign in Blood here, but I kind of liked the vibe of Blood Altar to a Forgotten God's "You really want to play this on round 2", so I kept searching. Eventually, I settled on Diabolic Visions... which seems about as likely to be played on round 6/7 as on round 2. Ah well.
It seems pretty damn nice. You still get your spell that turn, and this kills a creature AND can be tapped for mana (shock a second creature maybe?) But you've given up a land to do it... Conditionally game wrecking, but maybe not dominatingly so. Hilarious for slaying 5/5 dragon tokens too.
Oooh. Interesting. I really can't tell how good this is.
On the Black/Red land, I figured I'd really lean on the 'lose your land drop' drawback of these cards. You probably want Smother on round 2. Throwing this card down on round 2, though, is going to slow you down...
Well, if there's going to be a cycle of cards that sacrifice a land when they enter the battlefield, I should give them a target...
That's what I was going for. Although, I just realized that making that card Legendary is probably a terrrible idea, since playing a second one would make you lose 3 lands. One side of my brain is kind of cool with that, but the other side keeps screaming "No! No! No!". Also, I'm probably going to remove the sub-type lair, because not being able to bounce these off the uncommon lairs just sounds cruel. The amount of life probably can't stay at 7, then... I'm thinking 5 is appropriate. Aiming for
common instant to replace the land drop... oh, and the bonus color fixing, and accidental +1 mana.
I'm starting to dig this idea much more than the original Kjeldoran Outpost concept. Maybe next time.
Mmm.. doesn't the first ability let you just use this as "Give up my land drop, gain 7 life"? Which... yeah, that's probably not a problem, is it?
Also wondering if this version wouldn't just be a better card:
Legendary Land - Lair
: Add
or
to your mana pool.
When ~ enters the battlefield, sacrifice a land, then gain 7 life.
< EDIT >< EDIT #2 >: Oh, I'm an idiot. I thought I solved the problem in my first edit, but I did nothing useful. Mostly, I'm just banging my head against a wall, trying to get a karoo wording that doesn't have the same ponderous text as the Oracale wording on Lake of the Dead. I'm mostly failing, but I'm working on it.< /EDIT >
[Original Gripe Deleted]
[Original Gripe based on original Gripe Deleted]
Question about timing: it enters the battlefield, its ability goes on the stack, you tap it for
, you sacrifice it. Legal, right?
It should probably be noted, for those that miss it, that when this card says "
,
: Do something", that it actually says "
+
: Do something. Use this ability once per turn.", since this land represents two lands.
Changed from "
,
: Gain 1 life." to "

,
: Gain 6 life". This is a Legendary Rare land, after all. I shouldn't be aiming for incremental advantage. Still, I'm not sure where the balancing line between "Huge!" and "Playable!" stands. Ideally you want a card that both Timmy and Spike appreciate.