Rarity increase doesn't help here. The point is that it's nonsensical to basically force the players' hands and force them to replace 4-of whatever basic they would usually be running with these. It would be the standard thing to do and which point you "might as well" print more cards that break that rule and just get rid of basic lands entirely (lel).
The article does provide 8 common drawbacks for lands to have.
The problem with these is that they are just better than basic lands. See "This Land is My Land".
Okay, so fine, what if they entered tapped (or something to that effect)? I still think these would pretty much force most of the combat related creatures with 1 toughness out of the environment (even to some extent in limited, but mostly block constructed would be affected by this). Also, that "end of combat" restriction in Desert is relevant even if clunky.
Noted. I'll rework the cycle when i figure out a template i'm comfortable with for them.
Rarity increase doesn't help here. The point is that it's nonsensical to basically force the players' hands and force them to replace 4-of whatever basic they would usually be running with these. It would be the standard thing to do and which point you "might as well" print more cards that break that rule and just get rid of basic lands entirely (lel).
The article does provide 8 common drawbacks for lands to have.
Legit forgot to add desert's end of combat restriction. Perhaps a bump to rare is in order as opposed to coming in tapped?
The problem with these is that they are just better than basic lands. See "This Land is My Land".
Okay, so fine, what if they entered tapped (or something to that effect)? I still think these would pretty much force most of the combat related creatures with 1 toughness out of the environment (even to some extent in limited, but mostly block constructed would be affected by this). Also, that "end of combat" restriction in Desert is relevant even if clunky.