If you can't beat em, join em.
Custom Cards forum
Posted on Feb. 23, 2015, 2:41 p.m. by MagicalHacker
Land design yada yada yada
Iceblood Falls
Land - Island Mountain
When ~ enters, draw a card, then discard a card at random.
It would be part of a cycle, but should I add an option to not do the effect if the land comes into play tapped?
ItchiUchiha117 says... #3
I'd say require it to EtB tapped. Otherwise, it's just better than Volcanic Island.
February 23, 2015 2:45 p.m.
ItchiUchiha117 says... #4
Well, maybe not Volcanic Island, but at least Steam Vents.
February 23, 2015 2:47 p.m.
Servo_Token says... #5
Makes dredge tier .5, which is strictly better than tier 1. No'd.
February 23, 2015 2:48 p.m.
Hadn't even considered dredge (which I guess is a big reason it even does well at events, everyone forgets about it haha), but yea, this would push the deck pretty far.
February 23, 2015 2:50 p.m.
MagicalHacker says... #7
And here I thought everybody agreed that Tibalt, the Fiend-Blooded's +1 was a negative effect. XD
February 23, 2015 2:51 p.m.
pookypuppy6 says... #8
I guess what Tibalt, the Fiend-Blooded really needed was to provide you with two colours of mana on top of that looting effect.
February 23, 2015 3:07 p.m.
Instead of making it ETB tapped, just take away the card draw bit. When it enters the board, discard a card, period. And call those "racklands".
February 23, 2015 3:27 p.m.
pookypuppy6 says... #10
@square711: I see two problems with that. Firstly, what if you have no cards in hand bar the land? Do you play it and then not discard, or sacrifice the land, or be disallowed from playing it? Secondly, as I mentioned in Riding The Land Craze For Cube Purposes, a free discard seems like something that graveyard decks would eat up. Not having an ETB Tapped mode also seems odd.
February 23, 2015 3:31 p.m.
pookypuppy6: I'd make it so that you only discard if you can. It's not like a free dual land will do you any good with an empty hand anyway. I'm just not sure how it should be worded ("discard a card unless you have no cards in hand"?).
And yeah, lands like these would be good delve/reanimator/dredge fuel, but the fact you don't choose what to discard makes it risky, so I don't see it getting too OP. I mean, are you sure you want to cast this on turn 2 with a Liliana of the Veil in hand? It makes you think before you play, and may punish you for playing it too early on. I like it.
February 23, 2015 4:43 p.m.
Servo_Token says... #13
Discarding is not a drawback, especially when it's on a dual land. unless it's discard 7 cards when it enters, and if you have a card in your hand as phases switch, you lose the game.
February 23, 2015 4:57 p.m.
MagicalHacker says... #14
Here's a rework that may be good? Idk tell me xD
Iceblood Falls
Land - Island Mountain
As ~ enters the battlefield, put the bottom card of your library into your hand, then put a card at random on the bottom of your library.
No graveyard shenanigans, no drawing triggers, no library manipulation except scrying to the bottom on purpose, but it can still mess up your hand and your plans. Thoughts? If it's not good, here is another idea:
Iceblood Falls
Land - Island Mountain
When ~ enters the battlefield, each opponent draws up to one card.
I feel like this is very harsh, so if that's the case, should I add an option for it to come into play tapped? Or should I add another basic land type? Or something else?
February 23, 2015 9:04 p.m.
If it comes to play tapped, then it's even worse version of gates that are quite horrible. I like the last one as it is. There is a drawback but it is still simple. And the fact that opponent can choose if he wants to draw makes it better for him too so I would keep it as it is.
Now it would be really good land that would certainly action but if you add that it comes in play tapped, no'one would ever play it.
February 24, 2015 3:28 a.m.
MagicalHacker says... #16
Right that was my initial inspiration: Design a land cycle of two basic land types that had to come into play untapped but had a downside to them.
February 24, 2015 9:46 a.m.
ItchiUchiha117 says... #17
Well, the issue I see right now with them is that they are fetchable. If you just gave them the ability to tap for those colors of mana, I think they'd be a lot better, but having the basic land types means you can get a dramatically better mana base much more easily and with less risk against aggro.
February 24, 2015 2:11 p.m.
MagicalHacker says... #18
Well here's the thing, part of why shock lands are so good is because if you need the mana right away, you have to pay two life. If it didn't have an option and you had to shock yourself, they'd be worse.
So with these designs, I want to get rid of that option for streamlined playability, but with the downside always on.
February 24, 2015 4:04 p.m.
GlistenerAgent says... #20
Oh wait, Dredge. How about "target opponent draws a card"?
February 24, 2015 4:15 p.m.
MagicalHacker says... #21
On post #13, I had "each opponent draws up to one card", but it may be too harsh. Idk.
How about target oppone fateseals you 2?
February 24, 2015 4:20 p.m.
opponent put creature from hand into play? XDDDhmm opponent gain 2 life?OR!!!!! wenever this land becomes tapped you lose 2 life
kyuuri117 says... #2
I would think it would have to enter tapped. It might not be a strict upgrade over the original duals with the random discard, might not even be playable as it would probably be a control deck, but I still think it's a bit too good without entering tapped.
February 23, 2015 2:44 p.m.