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Mechanics | Thoughts About the Plane | Cycle and Key Card Options |
Recent updates to Anydria Storage: (Generated at 2025-05-02 12:09:03)
Cache occurs at instant speed, and casting the spell from the cache occurs at the normal speed for that spell. The only part of Morph that occurs as a special action is turning the card face up for its Morph cost, if I understand Morph correctly. I should probably reword cache slightly to make it sound less similar to Morph.
. It costs more overall but lets you keep more mana open each turn.
Cache is actually a sort of cost reduction ability. It lets you spread the cost of a spell out over multiple turns by giving a "down payment" of
EDIT: I changed the name of "cache" to "ready."
Only face-down cards on the battlefield are 2/2 creatures. Cached cards are exiled. And technically, if cache works like morph (I assume it does), it's actually even faster than instant.
Are cached things 2/2 colourless creatures while in the cache? If not, that could be confusing.
Not that it's that important for this particular one - the ability to do it at instant speed is worth the extra cost.
Turn 1, land.
Turn 2, this; tap it and t1 land; cast whatever, get island... tapped. Huh. The comment made it sound like it was untapped. So ok, it's not acceleration after all. I guess all you're getting is an extra landfall trigger after all, which makes it pretty specialised. Ignore my earlier comment.
Hmm? It taps for colourless the turn you play it, and
the turn afterwards, but only if you have enough Islands in deck that you don't draw them all before you draw all of these. Doesn't seem excessive. Why not just play an Island in this slot? For the deck-thinning? Some aggro monored decks played Scalding Tarn and Arid Mesa for the deck-thinning, but it was far from universal.
Now, the ability of this to find a Hallowed Fountain or Steam Vents does make it rather better, but I'm guessing that wasn't what you were thinking of?
What an odd little land. An island+
; but only if you can actually spend it, so only turn 2 and above.
I'm still getting "Put four of me in every deck; I don't CARE if you're not playing blue" vibes from it, though.
Heee. That is funky.
Oops. Well, putting it on top seemed too powerful. I was going to have it shuffled in, like Memory's Journey, but it would have caused too much shuffling. The ability is definitely white like this, though.
Weirdly that now evokes Mistveil Plains.
"Each player draws a card"--> "Put a card from your graveyard on the bottom of your library."
It can't target, since I want it to stay a mana ability.
I'm pretty sure you can also swing "Untap target creature" (not as green as it used to be... but this is a blue green card), and Ophidian.
Other options:
1. "Shuffle a card from your graveyard into your library."
2. "You gain hexproof UEOT."
3. "All creatures get +0/+1 UEOT."
4. "Untap another land you control."
I don't know either. I've got no one to playtest with! :-(

on Alchemist's Refuge; here it would only cost
. Admittedly, Alchemist's Refuge doesn't limit card type and gives the ability to all spells you cast that turn... but really, when you're paying 

, how many more spells will you be casting?
I fear that giving things flash would be even more powerful than drawing cards. It costs
That's the kind of ability I was thinking of, yeah.
It's a pretty odd mechanic, but it makes sense in the blue-is-missing context. I like the idea of making each dual gain an ability that both their colour and blue has - that's nice. It's weird to lose the ability to tap for blue when you find your Island; don't know whether playtesting would show it to be too weird or not.
What do you think of the basic concept of the cycle? It would be for the second or third set of the block.
Like "you may cast the next creature spell you cast this turn as though it had flash?"