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CardName: Layered with Lillypads Cost: W/U Type: Enchantment - Aura Pow/Tgh: / Rules Text: Enchant land you control When Layered with Lillypads enters the battlefield, draw a card, then discard a card. Enchanted land is a Plains and an Island. Flavour Text: Set/Rarity: New Mirrodin Common |
Code: CW10 Active?: true History: [-] Add your comments: |
Working a bit with Vitenka's comments on Mossbrush, I decided to make no rare dual lands, and to double up in the uncommon slot on color fixers, to see how that felt. It's possible that 10 color fixers in uncommon is too disappointing to see, but I really don't know until I sit down and draft it, so I'm willing to sit down and draft it.
Originally, this, Layered with Soot, Layered with Rubble, Layered with Vines and Layered with Mud all said "Draw a card", but I had to admit that that was way too much card drawing if a player wanted to just flood his deck with these cards. I don't think the 'cycles for one colored mana' lands were overbearing... but still, that seemed a bit much for a set that already had a mechanic that draws it extra cards.
This cycle doesn't have the same feel of 'lands thrust upon each other' that the previous cycle did (Mossbrush, Mistlands, Floating Wetlands, Marsh Hoodoos and Fault Zone Forest), but the theme works nice, and I think I got the idea across with the other two cycles. Besides, I was thinking of making basic lands with flavor text... the theme should be pretty clear by that point.
This cycle is pretty interesting. It's colour fixing for whichever one of the two colours you're missing (like Safewright Quest or Manaforge Cinder, or for that matter Graven Cairns). And it's certainly not as good as cantripping, but it's nonetheless a distinct card-quality benefit. I'm not confident enough about them to want to put them in my constructed decks, but I'd like to play it in Limited, see how it goes, and if it works out then try it in my casual constructed decks.
I think that's about the best answer I could expect for these five. If they aren't strong enough in draft, I'll be looking to move them into common, where they can work as emergency draft cards for failing decks. They might be strong enough for sixty card deckland, though. I'm not sure.