That's a much better design. This is now an interesting choice whether to play it over an Island; many blue decks wouldn't, but some big-mana decks or artifact decks might well do. I don't know whether it might be pushing Cloudpost's territory, but I think this works well now.
Sadly it doesn't matter how bad you make the second ability; as long as it can tap for without drawback, and has the option of doing anything else, it's still better than an Island. You could separate the drawback onto its own line so that it applies to the tap-for- as well: "Whenever ~ becomes tapped, it doesn't untap during your next untap stap". That'd make it no longer strictly better than an Island.
Sadly it doesn't matter how much worse you make the second ability. As long as it can tap for without drawback, it's better than Plains, and there's no reason at all for any WU, WG, or WUG deck not to run 4. That's the difficulty of designing interesting nonbasic land: if you make them ETBT then you've got Seaside Citadel to contend with, but if you don't then it's very hard to not obsolete the basic lands.
which is what it was always designed for.
That's a much better design. This is now an interesting choice whether to play it over an Island; many blue decks wouldn't, but some big-mana decks or artifact decks might well do. I don't know whether it might be pushing Cloudpost's territory, but I think this works well now.
Nice. Technically it obsoletes the Lantern-Lit Graveyard cycle, but they were rubbish so that's fine (in the same way that Seaside Citadel obsoleted Coastal Tower). This is printable now.
Playing around with Transfigure. Very much an enabler for a Goblin tribal deck as an alternate to Goblin Matron
Alex, how does this version look?
maybe
: Add
.
,
: Add
,
or
. dropping the untap
or
: Add
,
or
...doesn't untap
Separated it & reverted it to Islands not untapping.
Sadly it doesn't matter how bad you make the second ability; as long as it can tap for
without drawback, and has the option of doing anything else, it's still better than an Island. You could separate the drawback onto its own line so that it applies to the tap-for-
as well: "Whenever ~ becomes tapped, it doesn't untap during your next untap stap". That'd make it no longer strictly better than an Island.
Sadly it doesn't matter how much worse you make the second ability. As long as it can tap for
without drawback, it's better than Plains, and there's no reason at all for any WU, WG, or WUG deck not to run 4. That's the difficulty of designing interesting nonbasic land: if you make them ETBT then you've got Seaside Citadel to contend with, but if you don't then it's very hard to not obsolete the basic lands.