Homelands Restored: Recent Activity
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Recent updates to Homelands Restored: (Generated at 2025-08-07 17:42:04)
Homelands Restored: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Skeleton |
Recent updates to Homelands Restored: (Generated at 2025-08-07 17:42:04)
Or turn 1 with Mox Opal if you played these cards in modern :) Although I don't think that would usually actually be desirable.
Mmm, this one strikes me as problematic. Yes, it's probably okay later in the game, though it's still a very good thing to have a land you can cash in for card parity. But allowing LD on turn 2... I think it does things to the metagame even if it's not very frequent. It'll be a recipe for turning what seemed like a keepable hand into a painful unpleasant experience.
Misguided Rage suggests your costing is slightly conservative. But I guess that was in an era when there was more 3-cost LD than there is these days.
Sounds fine to me. Except for the "eight lines of text on a common" factor.
Original card; part of the Chapel at Aysen Abbey cycle.
The five of these cards were based on instants that cost 1C (in this case,
.) Sometimes, when bending abilities to get the effect you want, you end up with a simple spell that hasn't been printed yet. Weird that.
Original card, based on Chapel at Aysen Abbey cycle.
A number of these cards are buggy. I can't quite process if they're too good, or maybe not really useful. This one, for example... you could play this round one, then Koskun Keep on round two, and get either


or 

. But then you're down a land (play Mead Halls on round 1 and 2, then Keep on three and you get 





, 



or 


. But, again, now you got one land.)
Fine? In theory, probably. I assume these will be more useful on round 4, anyway, when you can drop something like Krenko, Mob Boss and the last few goblins from your hand.
Original card, based on the Chapel at Aysen Abbey cycle.
When making these cards, I aimed for the ability to be the rough equivalent of an instant card that costs
. Tower breaks that rule pretty hard. On round two, if you go first, there's probably a greater than 50% chance all your opponent will have is lands.
But I'm assuming this ability will pop in the mid-late game where the effect just isn't as strong. There it should be worse than a Diabolic Edict. Strange, though. If I was to cost this spell, I would probably make it a

sorcery with the option to cost 
if it proved too effective. But, again, that would only be an attempt to control what stage of the game it was played in.
Original Card, based on Chapel at Aysen Abbey cycle.
Funny. I just changed Wizards' School name to (((The Feroz School for Wizards))) in order to make that card Legendary. But then I had to revert back to the original name for this card because the "The Vault located in the Feroz School for Wizards" wouldn't do. The school is still called "The Wizards' School" colloquially, though, so that's probably fine.
This does bring up another problem with this cycle that I didn't think of before. It works very well with Legendary lands. Not so much that I think I need to worry about it... after all, you're still sacking a land to use the ability. But the number of triggers in a deck could be potentially high. But I guess that only matters in formats where you can stuff a great deal of Legendary Lands in a deck... meaning the overall power level of the format is probably high enough where this doesn't matter.
While working on the basic (or uncommon) land cycle as exemplified by Chapel at Aysen Abbey, it occurred to me that the original five Homelands lands should really be Legendary, since they all call out specific places. I didn't wanna. Their abilities don't exactly scream Legendary. But at least they don't feature the sort of ability that you want in multiples.
I mention this here because 'Wizards' School' was the only name that could officially be non-Legendary (well, technically there could be multiple An-Havva Townships or Aysen Abbeys. Neither of those are genericized names like 'Wizards' School', though.) So I felt it needed to change to conform with the rest. Some research told me that the Wizards' School was originally founded by Feroz. Yes, there's only one, and 'Wizards' School' is its name. I guess when you're on a plane as small as Homelands, you don't need to name the only school in existence. When you're in the Multiverse, however, the school needs a name. If another Planeswalker was talking about the school on another plane, I'd assume they'd call it this.
I don't think this is a particular problem. Sure, you're gaining 5 life, but you're giving up a land to do so.
Templating: "legendary" is lower case in text boxes, as on Konda's Hatamoto, Time of Need etc. Subtypes always get capitalised ("Goblin", "Plains", "Equipment", "Aura") but types ("creature", "artifact") and supertypes ("legendary", "basic") don't unless they're on a type line or at the start of a sentence.
The first option would be balanced, but it wouldn't be fun. If five of these are going to pop on the table, it should be a dramatic event. Putting in an extra requirement that limits their ability to go off might be okay... but that's also sniping at the fun factor, while using up complexity points in the common slot.
I think these are probably okay for constructed, because they're self balancing. I mean, they come into play tapped early, and you're sacrificing a land for the effect late. If five crack, then you're down 5 lands. It's good, but not crazy. This particular card might need to go down to 4 life. They can be balanced. In limited, however, they're strictly a bonus in that they only help the player who picked up the Legends. Everyone else is passing these, and they (theoretically) will all dump in one player's lap.
I suppose the correct thing to do is make them uncommon, which is unfortunate. It solves the limited problem at least. I just thought I stumbled upon a good basic cycle, but I guess I didn't.
I like the idea a lot, that it's an in-general bonus for playing cool creatures (especially legends who aren't otherwise especially mechanically powerful), hanging out on lands where it doesn't take up much deck space or cognitive overhead.
But I agree it could be too swingy with multiples at once (especially if this is supposed to be somewhat balanced for constructed too?) Is it possible to make it something which stacks a bit but not as much (eg. may have your life total become 10?) or that you can only activate once per turn (eg requiring the creature to tap?)
I wanted to get a cycle of lands for the basic slot, but couldn't think of anything appropriate until now. Homelands doesn't have a multi-color theme. It, in fact, doesn't any real overarching themes. Some tribal. Something about -1/-1 counters. Lots of story elements. Nothing to really hang a hat on.
But it occurred to me that by the time I'm done this set is going to be chock full of Legends. Like, close to Kamigawa density. No uncommons, but every rare creature. If that's the case, why not make that a theme?
Which is tricky. 'Lots of rare Legends' is not an asfan. No one's going to notice it unless they look at a lot of cards. That makes shoving one card in each pack that interacts with Legends an odd choice. Still, I think this cycle is simple enough to hang out at common, and the player at the table who's picked up a couple Legends will be very happy to see these wheel to him/her.
Which might infer they're too swingy? I don't know. I was pleased with the idea of a player in the late game slamming down Hazdhur, the Abbot, sacrificing 3 lands and gaining 15 life, but now I'm not so sure. Wouldn't these lands make the lucky rare drafter even luckier? Is there a way to somehow fix this in the uncommon spot? Hmm... I thought this concept was right on target, but now I'm not so sure...
I agree with this edit. I don't think the flavour's too bad. The templating for the alternate effect could be "When that creature dies this turn, add..."
Yes, of course. Stupid me. Edited, and thank you.
"Attack *each turn* if able"?
Original card, and last card in the Leaping Lizard cycle.
Not much to say that the card doesn't say itself. I wish I knew the name of the artist, but all my searches keep bringing me back to the game "Guardians of Middle Earth" which this was commissioned for. A pity Monolith didn't seem to think it was too important that their artists got the credit they deserve.
Hmm. But I don't think keeping the word 'destroyed' would be an appropriate way to prevent the mana from going to the pool. Standard templating, based on what you're saying dude, would be 'if that creature went to the graveyard from the battlefield', which is a pain to write out and read.
I do agree with the flavor complication, but this is probably one of those times where we have to let the snake wear the Lightning Greaves. Editing.
But if it's not destroyed, you shouldn't be able to get anything from it. That would be bad flavor.
I suggest you simply say "equal to that artifact's converted mana cost", so that it can work as mana acceleration on indestructible artifacts like Darksteel Gargoyle. Also because that's rather more standard templating.
Original Card
The set needed an artifact destruction spell, and a fast mana spell. I figured I'd add them together like this, basing the casting cost around Deconstruct. That could spell a lot of mana... but we need to get to the late game for it to be feasible. In theory, you could cast this on your own inflated casting cost artifacts, like Oxidda Golem. But that's more of a feature than a bug.
Alternate spell I was thinking of, but figured it was a smidge too much for common:
Firefall


to your mana pool.
Sorcery
Deal X damage to target creature. Add X
Why I miss these things are beyond me. Thanks Alex, and edited.
I approve. I always liked Zap/Flare, and also Needle Drop and Spark Spray which are in somewhat similar space. Zap is pretty underpowered though - even Jund Sojourners which is strictly better is still a rather bad card. 2 mana sorcery may be just the thing it needs.
Templating: Should be "CARDNAME deals 1 damage", not just "Deal 1 damage".
Original card with alt. flavor text from Anaba Shaman.
I couldn't find appropriate artwork, but I didn't want the card to languish in my file while I waited to find something. It seems that there's no end to fantasy art of large explosive fireblasts, but a quick dismissive spell is hard to find art for.
I used up all my 1 cost slots. The set needed a card that offered direct damage for cheap, and the other four colors have a cantrip, so it would seem weird if red didn't too. Or maybe it wouldn't. I mean, I never noticed it before. Strange that.
Anywho, I always like Zap/Flare, even if they cost too much. When they pick up a good two-for-one, they elicit a 'that shouldn't have happened' groan. Still, 1.69 stars. I figure I could have made Pop an instant, and it would have been fine. Would have felt wrong, too. Meh.
Alright. Red...
Currently has 5 cards, 3 of which are creatures. Needs 11, with 6. Missing:
-
A small direct damage spell
-
A large direct damage spell
-
Artifact removal
-
Fast Mana
-
Creature[s] can't block
Things that aren't present, and could be, but aren't necessary:
-
Lava Axe
-
Act of Treason
-
Firebreathing
Whoops. Thank you and edited.
Couple of typos: "Aua", and the capital C on "Enchant Creature" again.
The card itself seems eminently sensible.