Community Set Uncommon lands
Community Set
squire1
26 September 2011
3130 views
26 September 2011
3130 views
Alright everyone, here we are back with designing. This time though we are switching to the uncommons. The uncommons will start with cycles this time around. We are planning on 3 cycles of uncommons, but this may switch to two cycles if one simply fits better in the common category.
The three cycles we have planned all have a similar trait, mana fixing. In a multicolor set like this, it is important to have ways to fix your mana to make it more feasible to play a three color deck efficiently. The three categories of uncommons that we will be looking at are:
- A cycle of lands
- A cycle of artifacts
- A cycle of creatures
Each cycle will have a heavy concentration on mana fixing. This can be don in many ways. The fixing could be fetch-based, mana-generation-based, mana filter-based, or even better, something that we have never seen before. Though these are mana fixer cards we are looking for, it does not require that they are ramp cards; meaning that they do not need to increase the amount of mana that you can generate. I know that we have a lot of creative people out there, so use that and start pitching cards.
The rules
This first challenge will be to design a cycle of mana-fixing lands. I highly suggest that all participants look at the lands out there that already exist and try to see which ones are popular, which work well, etc. This way you will have a great jumping off point to design something similar or break all the normal concepts of mana filters, we like creative.
- Each tappedout member may submit 3 concepts for a cycle. Each cycle concept submission should contain a description of your cycle and a sample card from your cycle. This way the design team and the rest of the community truly understands where your ideas are going and what they will look like in practice. Each cycle will include a card for each of the negashards, so 5 in total.
- As with other cycle challenges that we have done, the winner will use their winning concept in collaboration with the design team to design the full cycle of cards.
- All submissions will be graded on:
- Creativity - As you may or may not realize, different players look for different things in cards. One thing that many players look for is new interactions and situations in gameplay. This allows players who have been playing forever (the design team) to still find the game interesting with each new set.
- Power level - Power level is often one of the biggest roadblocks to design. now that we are at uncommons, we should want to play the cards that are designed but not think of them as musts. Unlike the rares, many of which the design team wanted playsets of the submitted cards. The uncommon cards must be strong but not too strong. Also consider pricing. you would not want an uncommon to cost $5 because it is so wildly popular.
- Flavor - Lands are often looked over as simply utility, but as newer sets like Innastrad have shown, they can bring a huge amount of flavor to the game. Lands, unlike other cards, have the unique ability to provide a setting to your world, specific cities, temples, battlefields. Things things are needed to give depth to a set for some players and make it more interesting to play a game. i know that some competitive players would still play if the cards had no art or flavor or story and they were just numbers for names, but most players like the whimsical flourish of flavor, so keep that in mind.
- Usefulness - What is useful? Why is it useful? Will your design be useful in every format (probably not, but maybe)? Will your card create interesting interactions and synergies? Does it have an effect on board complexity? Does it effect tempo? Whatever the answers to these questions are, they are essential to answer for yourself. Without a vision of why a card is being created and what it lends to the game or potentially detract, then it is difficult to balance it.
- Also one new facet will be added to the uncommon challenges. The design team has been spending time reviewing, tweaking, etc card entries for all the rares but has stayed completely out of the designing of cards to maintain a truly community created set. Each design team member will now be presenting the 1 card/cycle for voting along with the other top 10 cards/cycles presented. In order to make it unbiased, we will continue to stay out of the card voting, so if no one votes for our cards, we can not win. Also our cards will not be evaluated along side everyone else's, they will only be revealed during the voting articles so that we do not compare your cards against those designed by design team members. Basically it will work the same as always, except you will see 3 additional cards to vote on if you wish. So if you do not like our ideas or just don't want design team cards winning challenges, do not vote for them and we won't. If there is an outcry for this idea to stop altogether, it will.
Other handy hints and things to remember
In this set there is no hybrid mana.
You can use other set mechanics from previous articles. Below is a list of articles explaining each of the five shards designed by the community so far and includes many of the previous winners.
Irindu
http://tappedout.net/mtg-articles/2011/sep/5/community-set-irindu-summary/
Ulgris
http://tappedout.net/mtg-articles/2011/sep/5/community-set-ulgris-summary/
Sorok
http://tappedout.net/mtg-articles/2011/sep/1/community-set-sorok-summary/
Chavest
http://tappedout.net/mtg-articles/2011/sep/5/community-set-chavest-summary/
Morglen
http://tappedout.net/mtg-articles/2011/sep/1/community-set-morglen-summary/
Our Favs
Also to help you think about the personalities involved here are the favorite uncommon land cycles of the design team.
$ªmHεiπ
The 3 mana cycle from Shards of Alara is the favorite of $ªmHεiπ. This cycle includes: Arcane Sanctum, Crumbling Necropolis, Jungle Shrine, Savage Lands, and Seaside Citadel.
squire1
My favorite is a very unpopular set of uncommons. It is the filter lands from Homelands. These included: An-Havva Township, Aysen Abbey, Castle Sengir, Koskun Keep, and Wizards' School. While bad in a way they were well balanced and decent enablers. Also, they do produce colorless if not need to filter and are not slow lands.
Xander574
Now Xander actually chose a set of commons since he loved them so much. This cycle is the bounce lands from Ravnica. This cycle includes: Boros Garrison, Dimir Aqueduct, Golgari Rot Farm, and Selesnya Sanctuary
All entries are due by Wednesday September 28th midnight EST.
Shifting Landscape
Land
tap: add 1 to your mana pool
1, tap, sacrifice Shifting Landscape: search your library for an island, mountain or forest, reveal it and put it into play tapped then shuffle your library.
Scorched Battlegrounds
Land
tap: add 1 to your mana pool1, tap, sacrifice Scorched Battlegrounds: search your library for a swamp, plains or mountain, reveal it and put it into play tapped then shuffle your library.
Ivy Covered Chapel
Land
tap: add 1 to your mana pool.1, tap, sacrifice Ivy Covered Chapel: search your library for a swamp, plains or forest, reveal it and put it into play tapped, then shuffle your library.
September 19, 2011 8:51 p.m.
IronHead. You know you get 3 submissions for 3 different cycle. Not just one cycle
September 19, 2011 8:57 p.m.
Joshwarudd says... #4
My Entries:
Plane of Morlgen
Land
T: Add 1 to your mana pool
2,T: Add GWB to your mana pool.
Not too strong a cycle, not too weak. If the second ability seems too rare, it can be changed to 3,T. Attempts to capture the essence of its plane.
Morglen Gem - 2
Artifact
As you cast Morlgen Gem return a land you control to its owners hand
T: Add G, W, or B to your mana pool
Another simple cycle. This allows for some colorless mana fixing, but at the price of a land drop. Almost feels like the borderpost cycle from Alara, which was my inspiration more or less.
Morglen Landfinder - GWB
Creature - Elf
Sacrifice Morglen Landfinder: Search your library for a Forest, Swamp or Plains and put it onto the battlefield tapped.
1/1
Another simple cycle that allows for some mana ramp at the cost of a creature. I would like to add the key ability from each set on their respective cards, but that may be OP for some and UP for others. And I could use a new name for them.
September 19, 2011 8:59 p.m.
Oh crud, missread the post. Sorry about that Squire. Lets try this again. Changing it up again.
Each Land taps for the primary color and can be sacked for one of the two enemy colors.
Shifting Landscape
Land
Shifting Landscape enters the battlefield tapped.
tap: add u to your mana pool
u, tap, sacrifice Shifting Landscape: search your library for a mountain or a forest, reveal it and put it into play tapped then shuffle your library.
Artifacts. Each equipment puts a variable number of +1/+1 counters on the equiped creature at the endphase based on something related to the plane happening to the appropriate plane happens. Mana and equip costs can vary.
Tamers Spellbook :2:
Artifact - Equipment
During each end phase if put a +1/+1 counter on the equipped creature for each card you drew after the first one.
equip :2:
Creatures-when ever X happens do Y where x and why are related to the appropriate plane. All other stats are variable.
Flowing Elemental rgu
Creaure - Elemental
Whenever you pay the flow cost of a card draw and additional card then shuffle a card at random from your hand into your library.
2/2
September 19, 2011 9:21 p.m.
On second thought maybe the land that comes into play from saccing the land shouldnt come into play tapped.
September 19, 2011 9:24 p.m.
Joshwarudd says... #7
I was under the impression that the artifact and creature cycles were mana fixing as well. Am i mistaken?
September 20, 2011 7:21 a.m.
Maybe, I read this while intoxicated, if I'm wrong I'll fix it again.
September 20, 2011 9:07 a.m.
I believe they are, but you're only supposed to submit land cycles right now.
September 20, 2011 10:28 a.m.
I had already thought of this when I read the first paragraph; $mHi had no influence. :)
Oscillating Landscape
~ enters the battlefield tapped.
T: Add R, W, or U to your mana pool.
The ever-changing landscape on Irindu has eliminated any constancy, including the physical creatures that live there.
September 20, 2011 10:55 a.m.
Cycle 2: Tri-lands that require you to do something negative, otherwise you sac it. However, the thing is less negative if you're playing towards that shard.
Hidden Valley (Sorok)
When ~ enters the battlefield, you may have target creature you control get -3/-3 until end of turn. If you don't, sacrifice ~.
T: Add R, W, or U to your mana pool.
If you're playing Sorok creatures with resolve, there's no downside!
(PS: Oscillating Landscape was for Irindu, so it taps for U, R, or G, not W.)
September 20, 2011 11:56 a.m.
exarkun809 says... #12
Concept #1:
Share lands.
Example:
Overflowing Swamp
Land
Tap: Add U, B, or G to your mana pool. Target opponent adds one mana of their choice that Overflowing Swamp could produce to their mana pool.
The pros and cons are pretty self explanatory. If too weak, another variation of this idea would be:
Overflowing Swamp comes into play tapped
Tap: Add to your mana pool 2 mana in any combination of U, B, or G. Target opponent adds one mana of their choice that Overflowing Swamp could produce to their mana pool.
September 20, 2011 12:06 p.m.
Cycle 3: I'm not exactly sure what to call this cycle. Taps for a color, fetches the enemy lands.
Overgrown Woods (Ulgris)
Land - Forest
~ enters the battlefield tapped.
T, Pay 1 life, Sacrifice ~: Search your library for a basic Island or Swamp card and put it onto the battlefield tapped. Then shuffle your library.
"Deep in the woods of Ulgris, death and predation rule."
I restricted it to basic lands to prevent it from fetching other fetch-lands in the cycle and to keep it uncommon.
September 20, 2011 12:09 p.m.
exarkun809 says... #14
Concept #2:
Board lands.
Example:
Sorok Fortress
Tap: Add 1 colorless to your mana pool.
Tap: Add W, U, or R to your mana pool. Activate this ability for white mana only if you control a white permanent, blue mana only if you control a blue permanent, and red mana only if you control a red permanent.
The one fatal flaw I see in this idea is that obviously non-permanent based decks get hurt. But this set seems to heavy rely on creatures, artifacts, enchantments, and PWs.
September 20, 2011 12:20 p.m.
exarkun809 says... #15
Concept #3:
Negalands
Trilands that interact with their shard to get the fixing.
Examples:
Morglen - If a token entered the battlefield under your control this turn, you may sacrifice CARDNAME and search your library for a Plains, Swamp, or Forest and put in onto the battlefield.
Irindu - If you drew more than 1 card this turn, you may sacrifice CARDNAME and search your library for an Island, Mountain, or Forest and put in onto the battlefield.
Chavest - If a creature you control dealt damage to a player this turn, you may sacrifice CARDNAME and search your library for a Plains, Swamp, or Mountain and put in onto the battlefield.
Sorok - If an equipment card entered the battlefield or was attached to a creature this turn, you may sacrifice CARDNAME and search your library for a Plains, Island, or Mountain and put in onto the battlefield.
Ulgris - If a -1/-1 counter was placed on a creature an opponent controls this turn, you may sacrifice CARDNAME and search your library for an Island, Swamp, or Forest and put in onto the battlefield.
It would probably be worded like this:
Desolate Glade
Land
Tap: Add 1 colorless to your mana pool
Tap, Sacrifice Desolate Glade: Search your library for a Plains, Swamp, or Forest and put it onto the battlefield. Activate this ability only if a token entered the battlefield under your control this turn.
Obviously playtesting will be required with these to see if they triggers are too easy/difficult.
September 20, 2011 12:59 p.m.
Concept #1
Irindu Manafield
Tap: Add U, R, or G to your mana pool. For whichever color of mana you add to your mana pool, you gain 1 life if you control a permanent that shares that color. If you control no permanents with that color, you lose 2 life.
The Irindu treasure their natural resources and punish those who don't.
(Probably needs to be worded differently, but I'm far too lazy to do it now.)
Concept #2
Irindu Manaforge
Irindu Manaforge enters the battlefield tapped.
Tap: Add U, R, or G to your mana pool.
Tap, URG: Draw a card, then discard a card.
Concept #3
Irindu Manascape
Tap: Add U, R, or G to your mana pool.
At the end of your turn, if Irindu Manascape is tapped, sacrifice a land you a control.
September 20, 2011 1:13 p.m.
spartanwolfej says... #17
Pretty basic. Each land will tap for one of the three colors of its shard, but won't untap during your untap step. Use the focus of the shard to untap the land, but no more than once per turn, to avoid making it abusable.
Morglen Manor
Tap: Add B, W, or G to your mana pool.
Morglen Manor doesn't untap during your untap step.
Whenever a token enters the battlefield under your control, if it is the first time a token entered the battlefield under your control this turn, you may untap Morglen Manor.
Each land will tap for one of the 3 colors associated with the shard, but the opponent will gain some benefit associated with the land's shard.
Morglen's Claim
Tap: Add B, W, or G to your mana pool.
Whenever Morglen's Claim becomes tapped, target opponent chooses a creature he or she controls. That creature gains memento until end of turn.
Land taps for each color of the shard. When the land enters the battlefield, your permanents (and in the case of flow, cards not on the battlefield too) lose their shard's ability until end of turn.
Morglen's Humble Abode
Tap: Add B, W, or G to your mana pool.
When Morglen's Humble Abode enters the battlefield, creatures you control lose Memento until end of turn.
September 20, 2011 4:09 p.m.
Joshwarudd says... #18
Imma redo my post right quick... didn't know it was land cycles only >.>...
September 20, 2011 4:30 p.m.
Joshwarudd says... #19
Alright my submissions (replacing my old ones):
Gladepartner Abode
Land
Gladepartner Abode enters the battlefield tapped.
T: Add 1 to your mana pool.
T2: Add BGW to your mana pool.
A fun little cycle, not too powerful and not too weak... just right. If the second ability seems too rare the cost can be updated to 3T: Add BGW to your mana pool.
Tharin'l Commons
Land
As Tharinl Commons enters the battlefield sacrifice it unless you return a plains, swamp or forest to your hand
Tharinl Commons enters the battlefield tapped
T: Add WB, GW or BG to your mana pool.
Somewhat based on the Karoo lands from Ravinica these lands force you to go back a land drop to fix your mana. Once again if the card needs to get nerfed it can be changed to cost 1T: instead of just T:
Zyanth'l's Chambers
Land
2T: Add X mana to your mana pool in any combination of white green or black where X is the number of permanents you control with Memento.
This cycle could be really strong but I like how these lands get really good if you play to the shards theme. The ability may cost too much for some of the abilities, but the cost for activation can be altered for individual cards.
September 20, 2011 4:50 p.m.
My land submission: The example is for Chavast.
Fields of JudgmentLand
T: Add 1 to your mana pool.
If Fields of Judgment is tapped, Mountains that you control produce B rather than R, Plains that you control produce R rather than W, and Swamps that you control produce W rather than B.
Basically, It mana fixes based on the shard making all your basics into duals in effect but only if you use it right. You have to really think about what you are doing and in what order to tap your mana to get what type you want. Some you will need to tap before tapping this one, some you will need to tap after to get the desired effect.
The downside is the skill involved to play lands like this. If you guys think there needs to be another downside feel free to add it but I think the power level is about right for a good uncommon.
This is something that I have not seen before and I have to say that I'm pretty proud of the idea and think that it would be a cool edition to the set.
September 20, 2011 5:28 p.m.
If there needs to be another downside, I can see the activation also making you lose a life as it gives you mana as a good one to add.
September 20, 2011 5:34 p.m.
The amount of skill that requires would probably make it rare.
September 20, 2011 6:41 p.m.
The amount of skill that requires would probably make it rare.
September 20, 2011 6:41 p.m.
elf filled forest
land
Tap discard a card: search your library for up to 2 plains, forests, or swamps and put them into the battlefield tapped. Add WGB to your mana pool this mana can only be used to cast enchantments.
September 20, 2011 11:47 p.m.
exarkun809 says... #25
I'd like to redo my 2nd concept (post #14).
Concept #2
Board lands.
Example:
Sorok Fortress
Tap: Add W, U, or R to your mana pool.
If you control a white permanent, you cannot add W to your mana pool with Sorok Fortress.
If you control a blue permanent, you cannot add U to your mana pool with Sorok Fortress.
If you control a red permanent, you cannot add R to your mana pool with Sorok Fortress.
If you control a W, U, and R permanent Sorok Fortress adds 1 colorless to your mana pool when tapped.
Essentially this is the opposite of my original concept and makes them way more playable and creative.
September 21, 2011 12:28 p.m.
Discard Landsexample:Erou's Court
When (Cardname) comes into play reveal two cards at random from your hand then put one of those cards on top of your library.If you can't sacrifice (Cardname.)
Tap- Add W,B,R to your mana pool
September 21, 2011 12:47 p.m.
above was meant to be - Add W,B or R to your mana pool
September 21, 2011 12:49 p.m.
Bounce lands example
Dense Thicket
When (Cardname) comes into play return a non token creature you own and control to your hand. If you can't sacrifice (Cardname.)
Tap- Add G,B,or U to your mana pool.
September 21, 2011 1:03 p.m.
MagnorCriol says... #29
Links don't work - brings up 404 errors.
Not too hard to find the articles through the links on the right side, but just so you know.
September 21, 2011 3:51 p.m.
Why would the skill it takes make it rare? How hard a card is to use correctly in my observation has nothing to do with how rare or common it is. You will find cards that require skill to utilize effectively in all 4 rarities.
Having it come into play tapped might be a good change to it and lower the power level a bit because it would then be slow mana but it would have impact when you play it and would make it very interesting I think.
This is my revised version.
Fields of Judgment
Land
Fields of Judgment comes into play tapped.
T: Add 1 to your mana pool.
If Fields of Judgment is tapped; If a land you control would produce B, it produces R instead, if a land you control would produce R it produces W instead, and if a land you control would produce W it produces B instead.
I think that the power level is now correct and it makes it a little easier to understand with the word changes.
September 21, 2011 5:06 p.m.
Hrmm, might need to go back to the basic land names come to think about it because it makes an infinite loop of mana changing but I think you guys get the picture I'm trying to paint with the idea.
September 21, 2011 5:08 p.m.
I guess, but it still seems rare, probably because it's only been done at rare. See Naked Singularity , Infernal Darkness , etc. How about this for wording: "If tapped for mana, Plains produce B, Swamps produce R, and Mountains produce W instead of any other type."
September 21, 2011 7:36 p.m.
MagnorCriol says... #33
I think that a better word than "skill" would be "complexity". It's a pretty complex card - it might seem like a fairly simple concept, but a newer player would have a hell of a time with that card, especially if it's uncommon.
I like it in principle, but I think it might be a bit too complex for an uncommon.
September 21, 2011 8:24 p.m.
idmantelli says... #35
Hey, I have a card:Wizards' School! anyway, my card(s):
Boundless Limits
Land
[T] Add 1 to your mana pool
[T] Sacrifice a land: Add G, B, or W to your mana pool
and
Churning Whirlpool
[T] Add 1 to your mana pool
[2][U][T] Target creature gets flying until end of turn.
September 21, 2011 10:11 p.m.
It's just a unique effect and I think that's something we are going for. There is not a whole lot things you can do with mana fixing and I think this one is pretty cool myself.
I don't want it to effect everyone's mana base, just yours. If it effected everyone's it would be rare for sure, probably mythic as it would screw over a mono colored deck by itself. Every other card even similar effected all of them which is pretty brutal.
As it is, (in my head), it just changes your basic lands to another color mana if it's tapped which mana fixes. It comes into play tapped which changes the colors the moment you play it but makes it a slow mana which lowers the power level; and, it taps for colorless mana.
I personally don't think that if it's worded right, it would be too hard to understand and honestly we are making a fake expansion, not a fake core set.
Look at cards like Knowledge Pool and tell me that they are easy to understand for a new player.
Expansions are intended to be expert level and I think this cycle of cards would be really cool since we have seen nothing like them before.
Fields of Judgment
Land
Fields of Judgment comes into play tapped.
T: Add 1 to your mana pool.
If Fields of Judgment is tapped; If a swamp you control would produce B, it produces R instead, if a mountain you control would produce R, it produces W instead, and if a plains you control would produce W it produces B instead.
That is my final version of the land. I think it works. It's simple to me but would require some thought before it was tapped which is what this game is supposed to be about...
Besides, I already have a cool picture for it. Lol.
September 21, 2011 11:10 p.m.
Even dudes would be ok as long as it says if it's tapped, not tapped for mana, and as long as lands you control clause is in there... Something like this would work as well as the other I think:
Fields of Judgment
Land
Fields of Judgment comes into play tapped.
T: Add 1 to your mana pool.
If Fields of Judgment is tapped; Plains that you control produce B, Swamps that you control produce R, and Mountains that you control produce W instead of any other type.
However the team decides to word it is cool with me as long as the effect is the same.
September 21, 2011 11:16 p.m.
MilanTheMan says... #38
Basically a land that modifies cards based on the shard
The card for Sorok could look like
Snowy Peak
Land
T: Add 1 to your mana pool, creatures get -1/0 until end of turn.
September 22, 2011 12:03 a.m.
MilanTheMan says... #39
Edit: misread article
Basically a land that modifies cards based on the shard
The card for Sorok could look like
Snowy Peak
Land
Snowy peak enters the battlefield tapped
T: Add R, U, or W to your mana pool, creatures get -1/0 until end of turn.
September 22, 2011 12:10 a.m.
MilanTheMan says... #40
Edit: misread article
Basically a land that modifies cards based on the shard
The card for Sorok could look like
Snowy Peak
Land
Snowy peak enters the battlefield tapped
T: Add R, U, or W to your mana pool, creatures get -1/0 until end of turn.
September 22, 2011 12:10 a.m.
MilanTheMan says... #41
A series of creatures for each set that hasthe ability to fetch up basic lands
2R
Sorok Prospector
Creature Dwarf
Resolve
When Sorok Prospector enter the battlefield search your library for Mountain, Plain or Island and put it into play tapped, then shuffle your library.
1/3
September 22, 2011 12:21 a.m.
MilanTheMan says... #42
A series of artifacts that converts mana and has a shard specific ability.
3
Shrine to Sorok
When Shrine to Sorok enters the battlefield sacrifice a land
BX, Tap: Add X mana to your mana pool in any combination of R, U, or W, Creatures get -X/-0 until end of turn.
This may seem powerful but realize this isn't ramping and it slows down your mana by 1 if u choose to use it because of the B in the activation cost
September 22, 2011 12:33 a.m.
idmantelli says... #43
I thought an artifact might be interesting, so:
Emerald Veil - 2
Artifact
Emerald Veil enters the battlefield with 4 charge counters on it.
[T] Remove a counter, add [G], [W], or [B] to your mana pool.
When Emerald Veil has no more charge counters on it, sacrifice it.
September 22, 2011 6:49 a.m.
Lands that give a bonus for shard affinity example
Nekla's Rock Shelter
Tap- add 1 to your mana pool
If you control a plain, mountain, and an island Tap- add WW, RR, or UU to your mana pool.
September 22, 2011 7:47 a.m.
@milanjosic and idmantelli this challenge is lands only. The next two will be artifacts and creature fixers
September 22, 2011 8:15 a.m.
Alright I just designed mine. You will see them in the next article. I hope you all like them. Total Johnny.
September 22, 2011 10:11 a.m.
idmantelli says... #47
oops, sorry. i'll change my 3rd submission sometime soon.
September 22, 2011 4:03 p.m.
Lol, I'm a bit scared squire1 What are you trying to unleash on us?
September 22, 2011 5:15 p.m.
ilikeoldcardsbetter says... #49
Submission one
Rivers of Irindu
Rivers of Irindu enders the battlefield tapped.
1(T): add two mana in any combination of Red, Blue, or Green to your Mana pool.
pretty simple. but I guess this cycle wouldn't utilize the specific key words of each set. But I don't think thats important with land.
September 22, 2011 10:01 p.m.
I hope I'm not too late.
Shifting Riverbank
Land
When Shifting Riverbank enters the battlefield, sacrifice it unless you pay 1.T: Add U to your mana pool.
T: Add R or G to your mana pool. Sacrifice Shifting Riverbank unless you pay 1.
I believe enemy-color lands shouldn't be on-par with ally lands, but maybe that's just me. This land is for your Irindu shard, hence the colors. The drawback is similar to Rupture Spire, except that you can play it on your first turn tapped or your second untapped. Similarly, if you need a quick fix of red or green mana, you've got it at the cost of the land.
September 23, 2011 2:32 p.m.
Festering Glen
Land - Forest
1: Festering Glen becomes a Swamp or a Plains until end of turn. Use this ability only once per turn.
When Festering Glen becomes tapped, you lose 1 life.
September 23, 2011 3:51 p.m.
Venufician Revelatorium
Land
T: and 1 to your mana pool
1, T: Reveal the top card of target player's library. Add one mana of any color in that card's casting cost to your mana pool.
ps: 'Venufician Revelatorium' is my new favorite gibberish phrase.
September 23, 2011 3:57 p.m.
Mithrilworks Chapel
Land
~cardname~ enters the battlefield tapped.
T: Add R, W, or U to your mana pool. Target creature you control gains resolve until end of turn. ~cardname~ does not untap during your next untap step.
September 23, 2011 4:01 p.m.
@Mpz5. Nothing that odd. My first designs were way out there. But my final ones are tame
September 23, 2011 10:26 p.m.
This is my first land cycle submission. This cycle is somewhere between the Alara cycle lands and Rupture Spire --they all fix all the shard's colours, but must be sacrificed upon entering the battlefield unless you pay 1 colourless mana.
Here's the Chavest example:
Searing VolcanoLand
When Searing Volcano enters the battlefield, sacrifice it unless you pay 1.
T: Add W, B, or R to your mana pool.
September 24, 2011 2:41 a.m.
Sorry, formatting was out of whack:
Searing Volcano
Land
When Searing Volcano enters the battlefield, sacrifice it unless you pay 1.
T: Add W, B, or R to your mana pool.
September 24, 2011 2:41 a.m.
Here's the second cycle submission. This cycle is like Grove of the Burnwillows fused with Murmuring Bosk --they all have the basic land type of the "point", they all enter the battlefield tapped unless you control a basic land of the same type as the card, and they all tap for one mana of the enemy colours of the "point" colour at the cost of making each opponent gain 1 life.
Here's the Sorok example:
Gemstone Mountain
Land - Mountain
(T: Add R to your mana pool.)
Gemstone Mountain enters the battlefield tapped unless you control a basic Mountain.
T: Add W or U to your mana pool. Each opponent gains 1 life.
September 24, 2011 2:48 a.m.
I like the life gain punishment. What if, when it enters the battlefield, you need the allied pair, like the M10 lands? "CARDNAME ETBT unless you control a Plains or Island."
September 24, 2011 10:55 a.m.
In my first concept card, Irindu Manafield, I think I'll take out the gaining life part and just leave it as:
Tap: Add U, R, or G to your mana pool. If you control no permanents which contain the color you added to your mana pool this way, you lose 2 life.
September 24, 2011 1:51 p.m.
Morglen Reach
Land
- Morglen Reach comes to play tapped.
- tap: add (1) to you mana pool.
- (B)(B) tap: add (G)(W) and (1) to you mana pool.
- (G)(W) tap: add (B)(B) to you mana pool.
ad * this land is made for steep mana filtering. This could work for anyone of the shards.(for example Indru reach would be: UU->RG1 and RG->UU) *
Ground with Panessence
Land
- Ground with Panessence comes to play tapped.
- (X)(2)(tap): add Mana to you mana pool, equal to target creature manacost. (X) is that creature converted mana cost.
ad* * Another type of mana filtering, but on principle of creature copying. I am not sure with amount of exrta mana payed. If it should be (1) - for extracting mana from even smaller creatures like (WUR).. or leave it on (2). To worth it for extracting from "midle" up to fat creatures.
Usable for every shard. or if this must be Shard specific, it could be like: (X)(G)(tap): add Mana to you mana pool, equal to target Green creature manacost. (X) is that creature converted mana cost. * *
Planes of Deception
Land
- When Planes of Deception comes into play, return two untapped basic lands you controll into your hand.
- Tap: Add two mana with colors of Basic lands returned onto hand by this Planes of Deception.
- (2), return two untapped lands you controll into your hand and (tap): Return Planes of Deception to you hand.
September 25, 2011 8:24 a.m.
Jarrod_0067 says... #61
A time theme, teaching players to go with the flow and not spend all their mana the moment they get it, instead, they must learn when it is best to use it. For example:
Mana-Charged Nexus
Land
Mana-Charged Nexus enters the battlefield tapped.
T: Add 1 to your mana pool.
Whenever you cast a spell not during your main phase, put a charge counter on Mana-Charged Nexus.
T, Sacrifice Mana-Charged Nexus: Add X mana in any combination of R, U or G to your mana pool where X was the number of charge counters on Mana-Charged Nexus.
May be wordy, may be overpowered, but it goes past just this set and allows play in other formats too, say, this card would work great in a storm deck. It makes the player think when they want to use the ability as it is one-shot
September 26, 2011 10:42 a.m.
idmantelli says... #62
Alright, here's my final submission:
Frosted Summit
Land
Frosted Summit comes in tapped
[T]: Add 1 to your mana pool
3[U][T]: Tap target creature. It doesn't untap during it's controllers next untap step.
September 27, 2011 6:35 a.m.
This is the last land cycle I am submitting, called the "Strength" cycle. It is a potentially powerful cycle, but it requires you to include creatures in your deck to get the full effect. Each member produces colourless mana naturally and lets you tap one mana and an untapped creature you control to produce three mana, one each of the shard's colours.
Here is the Ulgris example:
Ulgris Strength Fen
Land
T: Add 1 to your mana pool.
1, T, Tap an untapped creature you control: Add UBG to your mana pool.
September 27, 2011 11:59 p.m.
SocialistElite says... #64
Pretty basic design. They all follow the same basic structure:
[Irindu Shard Land]
Nonbasic Land
[Irindu Shard Land] enters the battlefield tapped.
When [Irindu Shard Land] enters the battlefield, return two lands you control to its owner's hand.
T: Add RGU to your mana pool.
September 28, 2011 12:25 a.m.
bluemaster says... #65
Atlantis's reefs
T: remove two other lands you control from the game. remove two cards from the top of your library from the game. you lose one life. add 5 mana in any combination of W,G,B,R,U to your mana pool.
September 28, 2011 11:48 a.m.
Lands that give you any of the 3 colors you need and enter the battlefield untapped, but give your opponents creatures or spells the shards main mechanic. I have an idea for all of them.
Example:Judgement Fields
Tap: Add B, W, or R to your mana pool.
If Judgment fields is Tapped, Creatures that your opponents control have Cleave 1
September 28, 2011 11:09 p.m.
Jarrod_0067 says... #67
Another idea
Rotting Reservoir
Land
1, T: Add UG, GB or BU to your mana pool. Rotting Reservoir deals 1 damage to you.
Whenever a creature with a -1/-1 counter on it dies, untap Rotting Reservoir
September 29, 2011 1:05 a.m.
MagnorCriol says... #68
So most of my ideas ended up being better for artifacts or creatures, so expect to see something more interesting from me there. In some way, straightforward and utilitarian works better for lands anyhow, I think.
The name for all three of these is the same; it's largely placeholder. "Wartorn Horizons" could be tweaked for the cycle into "[X] Horizons" for each wedge; "Shifting Horizons" for Irindu, for example.
One last quick thing - I intentionally haven't looked at the other entries in this thread. Due to the specific nature of this, there's a very good chance someone else has already created a card just like, or very near to, my lands here. Apologies, and no stepping on toes intended!
Entry #1:
~~~~~
Wartorn Horizons
Land
T: Add 1 to your mana pool.
W, T: Add B or R to your mana pool.
B, T: Add R or W to your mana pool.
R, T: Add W or B to your mana pool.
~~~~~
Simple and straightforward, provides the most broad mana fixing there is (for a given set of three colors, anyhow). It looks a little wordy, but I think it works in its symmetry. Could use hybrid mana ("W, T: Add B/R to your mana pool") but I think something was said about not using hybrid mana for this set. If I'm misremembering that, it's easy enough to change.
Entry #2:
~~~~~
Wartorn Horizons
Land
As Wartorn Horizons enters the battlefield, you may pay W. If you dont, Wartorn Horizons enters the battlefield tapped.
T: Add W, B, or R to your mana pool.
~~~~~
A sort of color-matters variant on the Ravinca "shocklands" idea. This one doesn't shock you, of course, but it does ask for a color as it comes in. Each wedge's land would of course ask for a different color based on the wedge, specifically the non-allied color (blue for Irindu, black for Morglen, etc).
Entry #3:
~~~~~
Wartorn Horizons
Land
Wartorn Horizons enters the battlefield tapped.
T: Add W to your mana pool.
1, T: Add BR to your mana pool.
~~~~~
Sort of similar to the Ravnica signets. Generates the wedge's primary color alone or filters into the other two with some assistance. Note that this doesn't really accelerate your mana because of the mana you have to put in to it in order to get two mana out.
September 29, 2011 1:19 a.m.
An idea for Chavest : As burning lands is one of the main themes, it looks like they'll have a hard time, maybe too hard. Also, I never saw any land with flashback, which is quite strange. Moreover, the phoenix is one of the themes of Chavest.
So : recurring swamp, eternal plains, resurfacing island, renewable forest and phoenix's nest, being like this:
xxx
Land - swamp (or...)
xxx enters the battlefield tapped unless you sacrifice a creature
[T]: add B (or W, U, G, R) to your mana pool
flashback : pay 2 life, target opponent gains 2 life
I don't know how powerful these lands will (would 8D) be in the set (combos?), but i think the drawbacks make them about balanced and unco strength. They can be modified anyway.
September 29, 2011 11:21 a.m.
Joshwarudd says... #71
gaffeur It's not said in the rules for this competition, but only evergreen keywords are allowed on cards, and flashback isn't one.
September 29, 2011 3:32 p.m.
Thank you, this way i hope i won't repeat this mistake :)
September 29, 2011 4:56 p.m.
Joshwarudd says... #73
Sorry for how that came across as a little condescending man... but always ready to help a fellow :)
September 29, 2011 9:41 p.m.
September 30, 2011 4:14 p.m.
New challenge up here http://tappedout.net/mtg-articles/2011/oct/7/community-card-uncommon-artifact-cycle/
platinum_demon says... #1
My first cycle of lands is a cycle of lands that can give sudden mana advantage, but has a drawback that is related to the theme of the shard. My example is the Chavest one.
Barren Summit
Land
tap: add 1 to your mana pool.
tap: Sacrifice a land. Add two mana in any combination of red, white, and black to your mana pool.
September 19, 2011 8:49 p.m.