This land was loosely inspired by the Great Pacific Garbage Patch. I liked the idea of making all the player's lands tap for colorless as a way of showing how dangerous and damaging the existence of such a mass was, it made me think of how this pollutes everything else. What does everyone think would be the best way to illustrate that dangerous power?
And use artifacts for colour support too. Buuuut you need to get to 7 lands before it turns on.
So you're already wayyy up on the mana curve. So maybe such a ridiculous effect is fine. And, indeed, maybe it's not actually worth trying to run this in most decks.
The best case of "Turn three? Kodama's reach; tap a couple of scouts; drop four of these into play, that's 7 land total, I now have ALL of the mana. Let the Eldrazi commence" is just so very tempting :)
I wanted creatures with a power of 2 to be able to block it. Flavorfully I was probably going for the same thing, them getting run over.
"Daunt" is traditionally "2 or less." Different for a reason?
Removed second ability since it felt mono-green (was ,: +X/+X and fight) for an ability that has black in it.
Fixed wording?
That's much too board complex for common
reduced cost from 5 to 4
Back to five mana
Also note: This, six lands and two Blazes means game over.
I'm unclear on this card's balance issues, though. Both Eldrazi Temple and Temple of the False God are great cards, but this isn't either of them.
What I do know, however, is that this usually means game over when combined with Harmless Offering (float the , or use an artifact.) ;)
This land was loosely inspired by the Great Pacific Garbage Patch. I liked the idea of making all the player's lands tap for colorless as a way of showing how dangerous and damaging the existence of such a mass was, it made me think of how this pollutes everything else. What does everyone think would be the best way to illustrate that dangerous power?
See Shrine of the Forsaken Gods, though, for a design in a very similar space.
And use artifacts for colour support too. Buuuut you need to get to 7 lands before it turns on.
So you're already wayyy up on the mana curve. So maybe such a ridiculous effect is fine. And, indeed, maybe it's not actually worth trying to run this in most decks.
The best case of "Turn three? Kodama's reach; tap a couple of scouts; drop four of these into play, that's 7 land total, I now have ALL of the mana. Let the Eldrazi commence" is just so very tempting :)
It is in Eldrazi decks, or any deck where suddenly going from 6 to 13 mana matters regardless of being able to produce colored mana.
If you have six lands, you can float colored mana and then play this to ramp up by a crazy amount.
It was originally only five colorless produced, but friends said the card was not worth playing.
Even with the drawback, I think this might be a bit too bomkers.
:0