New Thoughts: Even without the new basic land cycle, these could help consistency.
Maybe these + cycle shocks + cantrips + a weaker basic cycle (?) could be enough.
I need to test with all of them, but it currently feels like I'm looking for something between swamp 1.0 and the mountain's power level.
Rough approximations so far:
The Island is a major change to magic, which is not such a bad thing. Worth exploring...
The Swamp usually adds: During your mainphase scry 1. That's not terrible either but just feels less fun than the island.
The Mountain adds a random rule that comes up very occasionally and helps aggro/combo much more than control.
Maybe a slower version of the island would help? One problem with the island is a mono-color deck can just chain them.
this seems fun if you can accumulate a lot of them (you can do the viscera seer thing to find an answer ect). Much weaker than the previous two in general terms.
Land
When ETBS, you get and draw a land card (that can then be cycled?). In future turns you get (ect).
The cycling is equal or worse on this, thus the only benefit is you get the turn it comes down.
If I run the new bounce without Cycle-Basics, this becomes much stronger and the two run well together.
Maybe ETB tapped will grant a benefit instead, these have to compete for picks with the new bounce lands.
I could just make them summarily weaker, but will try a powered version first.
2016-04-02 17:28:23:
Ted
created and commented on the card Godly Shrine
The bounce land effect leads to really cool interactions and alleviates mana-screw, but the real ones are too weak for stronger cubes. So this is a direct upgrade to bring them closer to the power-level I need.
There is literally no reason to run Islands over this. This is strictly better and is unprintably powerful. Lonely Sandbar is the best you're allowed to get.
Working on a more tasteful way to get the : add . Might just cut that entirely in later iterations- it is an island.
A cycle of basic lands that cycle. What more could you want? Main question is which type of decks do these help the most? Keeps aggro from running out of gas but control never top decks a land when they need an answer (well rarely). I think general flood protection trumps the problems, though it makes some land recursion crazy good (hence it won't be in the cube)
2016-04-02 16:44:43:
Ted
created and commented on the card Tall Flat Place
This is a cycle designed to play with my cycle of new basic lands.
Not quite sure if it should add R/W on ETB but I like the reverse crumbling vestige effect (needs playtesting [for cube w/ customs])
Being able to bounce itself while giving you is currently a feature not a bug. Have to see how that plays with bloodghast and other strong landfall though. It doesn't need to be balanced with fastbond and such as they won't be in the cube.
Credits to r/mtg for the name.
2016-04-02 16:23:27:
Ted
created the cardset Lands
Honestly, in sufficient quantities (at least 2-3 of each/color), Godly Shrines and Tall Flat Places would help. Might not need the basics upgrade
New Thoughts: Even without the new basic land cycle, these could help consistency. Maybe these + cycle shocks + cantrips + a weaker basic cycle (?) could be enough.
See Mysterious Swamp 2.0. Slightly better version of the mountain? Could become scry 2, but that seems a bit pushed.
On second thought, the island looks better if it boosts decks with less colors...
See Mysterious Island.
I need to test with all of them, but it currently feels like I'm looking for something between swamp 1.0 and the mountain's power level.
Rough approximations so far: The Island is a major change to magic, which is not such a bad thing. Worth exploring... The Swamp usually adds: During your mainphase scry 1. That's not terrible either but just feels less fun than the island. The Mountain adds a random rule that comes up very occasionally and helps aggro/combo much more than control.
Maybe a slower version of the island would help? One problem with the island is a mono-color deck can just chain them.
In mono/two color decks, this is a ton of scrying...
I"m not necessarily opposed to that and anything that hurts 5c goodstuff is a good thing, but it's something to consider.
this seems fun if you can accumulate a lot of them (you can do the viscera seer thing to find an answer ect). Much weaker than the previous two in general terms.
In conclusion, this is the version I'll use if we don't end up including cycle-basics. Need to make a new one for the cycle-basic cube.
thoughts vs new bounce lands:
Those are essentially:
Land When ETBS, you get
and draw a land card (that can then be cycled?). In future turns you get
(ect).
The cycling is equal or worse on this, thus the only benefit is you get
the turn it comes down.
If I run the new bounce without Cycle-Basics, this becomes much stronger and the two run well together.
Maybe ETB tapped will grant a benefit instead, these have to compete for picks with the new bounce lands. I could just make them summarily weaker, but will try a powered version first.
This is shamelessly stolen from the riptide lab forums. http://riptidelab.com/forum/threads/the-danger-zone.1208/
Currently trying to figure out a tweaked version. Maybe 1 life (have to see how new bounce lands go over)
To answer the obvious question: Yes this is better than the original; no they will not be played alongside each other.
The bounce land effect leads to really cool interactions and alleviates mana-screw, but the real ones are too weak for stronger cubes. So this is a direct upgrade to bring them closer to the power-level I need.
Exactly, it's replacing islands in a cube.
Cycling may be a bit strong even for what we're going for. Perhaps scry 1?
Why do want to obsolete an already powerful cycle of lands?
There is literally no reason to run Islands over this. This is strictly better and is unprintably powerful. Lonely Sandbar is the best you're allowed to get.
Working on a more tasteful way to get the
: add
. Might just cut that entirely in later iterations- it is an island.
A cycle of basic lands that cycle. What more could you want? Main question is which type of decks do these help the most? Keeps aggro from running out of gas but control never top decks a land when they need an answer (well rarely). I think general flood protection trumps the problems, though it makes some land recursion crazy good (hence it won't be in the cube)
This is a cycle designed to play with my cycle of new basic lands.
Not quite sure if it should add R/W on ETB but I like the reverse crumbling vestige effect (needs playtesting [for cube w/ customs])
Being able to bounce itself while giving you
is currently a feature not a bug. Have to see how that plays with bloodghast and other strong landfall though. It doesn't need to be balanced with fastbond and such as they won't be in the cube.
Credits to r/mtg for the name.