Cards With No Home: Recent Activity
Cards With No Home: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Other non-themed cardsets | Skeleton |
Recent updates to Cards With No Home: (Generated at 2024-05-20 17:01:05)
Sensible fix, at least.
Somewhat confuzzlingly - but I guess so.
fixed?
Ah, boo, not new. Should probably either delete or fix it.
I think we've seen this on here before, and had the discussion: what happens with two of these?
Yes, here we are.
Oooooooh. Innnnnteresting. Very very good if all your other lands only produce colourless. Gets progressively less good as you add colours. Unless you're running all 5 colours always produces at least , but Never gets you past the hump.
I like it! I like it a lot!
Not sure why I'm on a land designing spree. Meh :)
Wow. I don't know if Redmine is balanced or not. It certainly is strong, but the loss of a round 1 land drop is quite a setback. Still, with all the comments that were made, I'm surprised that noone noticed how much that card represents the tempo loss in Land Tax, which was a straight-up dope card. Redmine might be more powerful, what with your opponent's inability to stop it. Plus, with "Discard a card" being used as a cost more often, the versatility of any effect that puts any card in your hand has shot up.
Sorry CMeister2. I know we're supposed to be talking about your card here. But Redmine shows off a lot of the problem with non-basic land design. The fine line between passable and off-the-rails ridiculous are very, very small. If I was to compare Red Fetcher to other cards in their category I would say to myself:
Well, my Redmine was seen as balanced, so certainly something along these lines is reasonable.
But yeah - 4 of each of these is my whole mana base, and I'm guaranteed to never miss a land drop? To the extent that I really need Sakura-Tribe Scout or something? Strong.
Probably not unfixably so, but strong.
Incredibly strong, I'd say. Most of the come into play lands from Zendikar gave you abilities that were worse than one colored mana (target creature gains flying, or target creature gets +2/+0 at sorcery speed), and many of them were tournament staples. How much would you pay for a Green sorcery that, when you cast it, put a Plains and an Island in your hand? What about a Black sorcery that put a Mountain and a Forest in your hand? Granted, the lands will be coming into play tapped, but I'd still call that spell more than 1cc...
Cycle of cards - Red fetches Green fetches White fetches Blue fetches Black fetches Red.
Not sure how strong this would turn out to be - guarantees you mana fixing at least.
Or Angel's Mercy. Or, for that matter, Lava Axe -- a red deck's traditional response to being attacked for 10 is to say "well, that's two fewer blockers to worry about": getting tricky with it is interesting, but just playing more burn and gambling that you kill them before they kill you is probably a good bet.
But yes, while good, it's probably still well printable. Every strategy gets scary cards, and "SMASH SMASH SMASH YOU WITH CREATURES" doesn't get as many as many others :)
4x Bloodcrazed Inciter
4x Master Decoy
4x Holy Day
You guys can figure out the rest of the deck from there.
It gets to hit my opponent for big-scary on turn4, with me saving a shock to kill it in their turn? If I got something I can sac it to on turn 1 or 2 (Ashnod's Altar would be the classical example), then I can do it on turn 3. I could throw it with a catapult, or use it with something that incites fighting!
Or I could just cast two of them on turn 6. It's a big scary 7!
It's probably not stupidly vastly overpoweredly 4-in-every-deck scary, but it IS big and scary.
Hmm. Well, consider Incite War. This is doing the same thing (opponents creatures attacking this turn) but they also get a huge creature to swing with. The fact that it's persistent could be interesting, but I don't think it's too bad... (cue Alex to tell me why I'm wrong)
Eeep! This is a scary big deal!
Not sure how to get around the "I just play this in my second main phase" issue, but I don't think that's a big deal.
Principally because I realised Multiverse supported planeswalker tokens and wondered if there was any sensible way to use that. I guess not, but it was still fun. They look all right, though.
The Design Challenge on one-drop planeswalkers suggested some abilities that might be sensible for planeswalker tokens.
On reflection, my best guess is that:
People keep claiming that. But Lorwyn had Streambed Aquitects. It is notable that Grixis Illusionist and Tideshaper Mystic both managed to dodge the Reef Shaman mana-denial problem, though.
I would like to point out that Wizards hasn't had a cheap permanent that can change it's opponent's land at instant speed since Apocalypse. I know I've read comments from their website that bemoan this mechanic for being too good at screwing up people's turns... the big beef being that cards like Sea's Claim, for example, only ever targets one land. A card like this can start by stalling early plays, color screwing the correct color in mid-game, then stopping powerful man-lands from working in the late game. All that, and it requires a lot of thinking about which lands to use it on when... a very important decision that gets very trivial sometimes.
Whether you think it's fair is another story. Apocalypse was a long time ago, and it might be okay nowadays. I don't know. It sure does seem like a lot of people want this ability to exist. Every time I see someone suggest it, it is immediately followed by "You know, this seems fair. How come we haven't seen any good 'Thing Xs'".