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CardName: Frozen Delta Cost: Type: Snow Land Pow/Tgh: / Rules Text: {T}, Put an ice counter on Frozen Delta: Add {U} or {B} to your mana pool. You may use this ability only if Frozen Delta has no ice counters on it. {T}: Add {1} to your mana pool. You may remove an ice counter from Frozen Delta Flavour Text: Set/Rarity: Magic 20XX Rare |
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I like this.
For what it's worth, I really liked what was going on with the Rare land cycle's design, since it solved a number of rare land problems that have bugged me. The frozen cycle:
The result reads a little clunky, but it features everything I wanted it to feature (and became Snow Lands as an after thought).
It sure is a shame the card turned out to be a poor design.
I realized this the first time I drafted one and began to play with it. Since the land is very good, you want to have 4x in your two-color deck, and 12x in your tri-color deck. But, the way the card is built, you have to keep monkeying with the counters. You can't spend unless you remove a counter which was added to the card, by spending or . Tap, counter goes on. Tap counter comes off. Tap counter goes on. That's just too many little actions. It's like designing a land that makes you shuffle your deck every turn.
It makes a perfectly fine one-of artifact, but this card needs to change. I suppose I have one of two options:
1). Move "Remove an ice counter from ~" from the cost. Add the word 'may' to it, and make it part of the resolution. This way, you can tap the thing for colorless at any time, reducing the amount of times you need to monkey with this card.
2). Accept that this isn't as cool as I thought it first was, and design a new land... which is probably the better option. There's a ton of rare land design space out there. It just doesn't seem worth it to fix a land that looks great, but plays annoying.