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Mechanics |
CardName: Crumbling Verge Cost: Type: Land Pow/Tgh: / Rules Text: If Crumbling Verge would enter the battlefield, if you don't control a forest or a plains, instead put Crumbling Verge into your graveyard, add {g} or {W} to your mana pool, and draw a card. {T}: Add {g} or {w} to your mana pool. Flavour Text: Set/Rarity: Link's Unplaced Cards Rare |
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Oh, wow. There's GOT to be some way you can abuse that. Perhaps some way of bringing it back from the graveyard every time a land dies?
Given this is perfectly playable (and almost a 'must run' as just "A forest or a plains as long as this isn't the first land you've played this game" even without all that added on entry stuff; I wouldn't have added it.
It's only very slightly less powerful than a true dual land even without it. With it? Yowsers. Though it DOES make for an interesting tension, which it would be a shame to lose completely.
I find it funny how powerful this looks when one compares it wrongly to Elvish Spirit Guide. "You get the mana, and draw the card..."
And, yeah, before someone tries to correct me, I know, I know. Land drop.
V: You may like to check out Sunpetal Grove (or Temple Garden). This is quite an interesting comparison to Sunpetal Grove: if you do have the basic, then this enters as a nice dual. If you don't, though, Sunpetal Grove becomes an Elfhame Palace, while this... is some weird half-a-Manamorphose. (That, as jmg says, uses up your land drop.)
This is a bad design. Originally it didn't add mana if it "died," but it seemed really awful, so I added that clause... It's just not very good.