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CardName: Teleportation Chamber Cost: Type: Land Pow/Tgh: / Rules Text: {T}: Add {1} to your mana pool. {T}: Add one mana of any colour to your mana pool. If this mana is used to pay for a creature spell, it enters the battlefield tapped. Flavour Text: Set/Rarity: Frontier World Rare

Teleportation Chamber
 
 R 
Land
{t}: Add {1} to your mana pool.
{t}: Add one mana of any colour to your mana pool. If this mana is used to pay for a creature spell, it enters the battlefield tapped.
Created on 15 Sep 2012 by Jack V

Code: RL01

Active?: false

History:

2012-09-15 23:22:57: Jack V created the card Teleportation Chamber

I'm not sure if this mechanic should be on a single card, or used on a cycle. I'm not sure if it's too weak as a drawback, but it suddenly hit me it was a really obvious drawback to a dual/multi land without making the land itself be tapped.

That makes a lot of sense. It's probably a bit too good... at least compared to Pillar of Paruns it is. There are plenty of control decks that don't really need to run any creatures... and the creatures they run are often large game ending bruisers. Maybe I'm thinking of 20th Century Magic... but if you couldn't play creature spells off this, or if you couldn't use the colorless, I'd say it was a 4-star card.

I'm thinking tri-land. I wish tapped artifacts or enchantments meant something so this could be a proper cycle, but I guess no. Even the Tri-land theory is probably more powerful than I'm giving it credit for... that means players can run 20 of these in the same block. Hmm...

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