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Recent updates to Anydria Storage: (Generated at 2025-05-01 17:54:55)
All of those are indeed great - but they're all completely dead cards if you don't need mana fixing.
This, you have a reason to cast even on the last turn of the game.
It may not be much better, but it's "Why do I not own four of this?" good.
Huh. I didn't realize it was that much better than Manalith, especially considering Chromatic Lantern and Astral Cornucopia.
Her ultimate is Windriddle Palaces, so I took that as my precedent. I'm not at all set on this being the right version of her, anyway. It's just what I brainstormed last night.
There have been a number of cards strictly better than Manalith over the years, including ones that (at the time) could hurt the opponent (Spectral Searchlight) or fix your mana beyond one-per-turn (Coalition Relic, Chromatic Lantern). (Amusingly - in retrospect if not at the time - there have also been plenty of cards strictly worse than Manalith too.)
However, I think this is way better than all of them. Cantripping is such a huge benefit on a manafixer. I'll note that Mana Cylix was pretty awful but Prophetic Prism, the same with a cantrip and
added to the cost, is fine. Also note that Prismatic Lens is the same but with tapping for
replacing the cantrip.
So I suspect this would be entirely fair at either:
, cantrip, tap to add one of any colour
, cantrip, tap to add 
I love Future Sight abilities (including all the riffs on it like Garruk's Horde and Oracle of Mul Daya). This is a quite delightful take on it; nice thought.
However... I'll note that every time in the past Wizards have allowed you to cast someone else's cards, they've prevented that player from casting them. (Shaman's Trance, Sen Triplets, I think there's one or two others.) Now this only reaches that situation if the opponent has a Future Sight effect of their own, and has an instant on top of their library (or one or other of you has a Vedalken Orrery effect). Presumably the rules do handle it because only one player has priority at any given time, so maybe it's okay... Just thought I'd mention the potential problem.
Well, technically someone could still play those two cards without any Deserts, but they'd be very lackluster vanillas. I think you're right that you want common Deserts but this cycle isn't the best candidate.
changed from " Reveal the top card of your library and put it into your hand. Repeat this process until the revealed card is not an Island."
This and Bottle of Sand fill rather similar holes. I think this belongs in Set 2, which won't have the color-fixing Deserts at uncommon like Set 1, and which will probably need more color-fixing since it will having Hydrate and probably Hybrid.
Apologies for giving inadequate information. I have yet to set anything in stone as far as cards that card about Deserts. So far, I'm planning on having a cycle of cards at common that interact with Deserts, which tentatively includes Darksand Enveloper and will certainly include Dunegrass Elemental. As you can see, neither of those cards work at all without Deserts, thought that doesn't mean that the other cards in the cycle will be the same. However, I feel that if Deserts are going to be a theme, there should probably be a cycle of "Deserts Matter" cards at uncommon, as well. There's already Bottle of Sand, thought it's not in the set yet for sure. There more I think about it, and the more I think about the cards I want to add, the more I realize that there probably should be 5 Deserts at common. (Look, Alex. You made me answer my own question!)
Upon reading your reply and reflecting on the NWO, these Charge Counter lands aren't really acceptable at common purely for the issue of board complexity.
A few thoughts:
This is in a cycle with Appeals Court, Rotting Fens, and Rockfall Chasm. I think they can be dropped to common. I really like the idea of them and I'm looking for a cycle of lands at common for Set One. Do you think this idea is acceptable at common? The actual effects may change yet. I'm also considering whether or not it would be wise to add the Desert subtype. There are going to be 6 Deserts in the set already. Is 10 too many, or do I need that many to make the cards at common that care about Deserts less likely to be useless?