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CardName: Unstable Landscape Cost: Type: Land Pow/Tgh: / Rules Text: {T}: Add {1} to your mana pool. {T}, Return Unstable Landscape to your hand: Add one mana of any color to your mana pool. Flavour Text: Set/Rarity: Magic 20XX Common

Unstable Landscape
 
 C 
Land
{t}: Add {1} to your mana pool.
{t}, Return Unstable Landscape to your hand: Add one mana of any color to your mana pool.
Created on 03 Jul 2012 by jmgariepy

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History: [-]

2012-07-03 01:42:52: jmgariepy created the card Unstable Landscape

The other non-basic common land in the deck. Mountain Cave represented team Hellbent, and Unstable Landscape roots for team Wisdom. Truth is, this card was probably too powerful... but it was one of those "I enjoy playing it so much, I have a hard time convincing myself to reduce the power level."

So how's it too powerful? Well, sometimes it just wisdom enables for the heck of it. It sure is a good card to have on the table when packing Killer Constrictors, I'll tell you that much.

But it gets really mean when you don't have a land to play for the turn. Activate it, return to hand, then play it again and add {1}. Granted, multiples don't do anything when you're doing that, but it isn't a very intuitive move for the new player, and... um... might be better than Temple of the False God for this purpose? Geez.

I didn't want to see 'enter the battlefield tapped' on this card, but I'm probably going to add it in a few days, after people got a good look at how broken it once was. I do know this: Toward the end of the draft cycle, this card became pick one for me. Whenever I saw it, unless I already had 4, I would grab it. It was great in wisdom, didn't dedicate me to a color, and allowed me to play just about anything.

Yeah, this is a pretty powerful card. It would certainly be fun in a landfall deck.

Awesome.

Goes infinite with Fastbond; but I doubt you really need to take that into account.

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What is this card's power? Kindercatch
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