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Going back to the collaborate concept I think it can be worded to remove X and give the same results.
Limited design space is still an issue however. In spite of that, it could still potentially exist in a small set I believe.
worshipper design idea
What if I limited the second ability to only targeting creatures you control. I probably was thinking along those lines anyway when I came up with the concept. That makes I think should do the same job as sorcery speed, I think.
I like that second ability. At first I thought it might be enough of a hoop that you might have found a way to let a land cycle-from-play like Horizon Canopy without the horrible life cost from Horizon Canopy. Then I thought "Is there any monoblue or blue-X deck that I wouldn't put this into, just as an ETBT Island with that second ability?" And I concluded no, there isn't, this goes in every deck with blue mana and creatures. So it's still too good.
Restricting the second ability to sorcery speed would help, though it's even more words on an already-wordy card.
Hurrk! I'm more worried about the first ability, yes. Pinging a 1/1 every turn, on a land?! Yeah, that definitely shouldn't exist.
Compare Keldon Megaliths or Rath's Edge for the kind of hoops you need to jump through to get this powerful an effect on a land.
"Target creature gets +1/+0 UEOT" is nearly fair, but even that might be too good. 1 mana per turn and no card space consumed is such a low cost, it's hard to come up with small enough effects.
CHanged "
: UEOT you may cast blue creature spells as if they had flash." to "
: Target creature with flying gets +1/+1 UEOT." I'm admittedly not a fan of that and would like to change that ability later.
: UEOT you may cast blue creature spells as if they had flash.
Changed from "
: Gain 1 life" to "
: Prevent the next 1 damage that would be dealt to target creature."
I know the second ability is probably powerful, but should the first ability be changed to something like "target creature gets +1/+0 UEOT"?
I like the design quite a bit.
I think the lifegain is a bit much, if you can get mostly-free lifegain, it's easy for that to dent the opponent's ability to attack you.
Conversely, I see jmg's point about giving up the lifegain to get the effect, but it feels like, even beginners can look at an effect and judge if they'd rather have the lifegain (whether or not they're right). If you just counter any spell targetted at you, that's probably a mistake, but you can see how scary it looks.
Huh. I would let a lot of spells and abilities target me if it meant that I didn't lose 1 life per turn. There's some real potential for 'feel bad' here, that isn't quite present with Oldchapel.
(Also, this is one of those cards that's bound to trip up new players that activate effects during their turn. As an aside, if all the card is doing is gaining life, I like to do that on my turn since there's no real value to activating it on the opponent's turn. But these are minor considerations, admittedly.)
Originally, I was also going to comment on Wizard's in-house rule that lands always produce mana. But this already does... it's a Plains... which is hard to notice, so it probably requires reminder text, like on Leechridden Swamp (if you ever moved this out of temporary storage, that is.)
I'd also argue that this is overpowered, but I think Leechridden Swamp and Mistveil Plains kind of do that job for me. Put another way: I think I would accept an additional loss of four life as part of the cost of playing this card. Maybe that's too much... it depends on the speed of the format this card is played in. And I'm not saying you should add that line... you get the idea.
See Oldchapel.
See Smokespire.
See Greycloud.
See Browningwood.
See Boxing Star.
When I say "much worse than land destruction", I mean it's like destroying the land except the opponent can choose to have it "un-destroyed" for a turn if they decide the extra mana is worth the 2 life and giving you 2 mana, which it might well be. I guess I wasn't considering ways for you to tap the opponent's lands, though, like Rishadan Port. That does make this mildly interesting. But I'm not sure an environment that contains several ways to tap the opponent's lands is a recipe for a fun environment to play in.
Psychic Venom was actually kind of awesome, considering how you could often force your opponent to 'use' their land via cards like Power Sink and Icy Manipulator. It's only real fault was that Stone Rain and Blight were so cheap that it looked underwhelming in comparison, and there was no such thing as a mono-blue LD deck (not counting Erosion, because that card was actually terrible.)
But now that efficient land destruction spells don't exist anymore, I'd call Psychic Venom pretty damn good, and potentially above the curve. I'm pretty sure plenty of players would give it a second look if it was reprinted in the next set as a red enchantment.
Well, it's kinda worse. If you've got some useful way to sink that mana it could sometimes be better. And it works even if the land gets tapped down for some other reason - which some sets can make use of. But yeah; Psychic Venom was very much a bad card and so that part of this one is bad too.
Dawn's reflection is why I'd suggested downcosting by one - this is dual coloured and costs two pain and restricts the colours it produces. So it feels like it could cost 3 instead of 4.
I think in Limited the main use of this is mana ramp. Dawn's Reflection/Market Festival were very good acceleration towards the 6- or 7-mana Limited bombs.
Used on an opponent's land, this is much worse than straight-up land destruction, which was a bad 4 mana spell (Drain the Well).