New Legendary Lands
Custom Cards forum
Posted on May 25, 2016, 4:59 p.m. by DemonDragonJ
I have had some ideas for new legendary lands, so here are the results of my design and development:
Fire-Breathing Fortress Show
Pit of Despair Show
Tower of Rubble Show
All of these lands enter the battlefield tapped, to prevent their abilities from being used immediately, since they are powerful abilities.
Zirconia, the Crystal Palace Show
What does everyone else have to say about this lands? How well did I do with them? Are their abilities fairly costed, I hope?
Love the idea, but these are OP. Well, at least the red and colorless ones are. Ways to balance the colorless one, IMO: make it 5, sac instead of just 5, or make the effect conditional, as in only use if they have X or more permanents. The red one can be easily fixed by making it XXR or XRRR. The others seem pretty balanced to me, though.
May 25, 2016 6:14 p.m.
DERPLINGSUPREME says... #4
dude, Tower of Rubble is frickin BUSTED. Have you ever played EDH or tron? do you KNOW how much damage this can do?
Zirconia, the Crystal Palace is broken as hell in edh, and even in modern it would be just a really really amazing mana fixer.
May 25, 2016 6:52 p.m.
MindAblaze says... #5
For me the red one seems the most troublesome. X damage in the face every turn? Ouch.
The black one is comparable to Nephalia Drownyard, but obviously stronger late game.
The "blow stuff up" Colorless land...abusable for sure, I'd be wary with an effect that strong.
Finally, I think Zirconia is absolutely fair. It's a land that only taps for mana and sometimes comes in tapped. It wouldn't be complicated to fulfill its requirements to always come in untapped, but is Command Tower really that busted?
May 25, 2016 8:34 p.m.
InfiniteParadoX says... #6
Colorless and red are busted, there are already milling lands so it has been done before but it seems fine, and crystal one seems like it would be in every 2-3 color deck and make making mana bases really boring, since there is already a ton of really good color fixing lands.
May 25, 2016 8:37 p.m.
DemonDragonJ says... #7
MindAblaze, I completely forgot about Nephalia Drownyard, so perhaps my land with the same effect is redundant.
How can I balance the lands? Should I make the abilities of the first two have fixed values, rather than being variable? Should I increase the cost of the second ability of Tower of Rubble?
May 25, 2016 10:19 p.m.
MindAblaze says... #8
For the damage one, look at Stensia Bloodhall. That's a lot of mana for minimal damage. It wasn't good enough to see play anywhere. Kessig Wolf Run did though, so I don't think it's impossible, but KWR has the added requirement of needing a creature. Lavaclaw Reaches was a mana sink, but again failed to be useful based on the fact it had 2 toughness and no first strike of evasion.
I feel like every control deck ever will splash red for your land and Lightning Bolt...
May 25, 2016 11:13 p.m.
To chime in, yeah; these are pretty broken.
I'd suggest making the lands have the same abilities but requiring them to be sacrificed in the process. A Blaze would be cool on a land, but every turn would be broken.
Also, Black doesn't really mill players (for the sake of milling) without the help of Blue, so I'd change the color on that.
May 26, 2016 4:01 a.m.
DemonDragonJ says... #11
I am not yet certain how I shall fix Tower of Rubble, but most users seem to believe that Fire-Breathing Fortress's ability is too powerful to be variable, so I may instead make it deal only a fixed amount of damage, as seen below:
Fire-Breathing Fortress, version 2 Show
May 26, 2016 2:45 p.m.
Still broken. That land gives a player a Shock every turn for just 2 mana and no spell investment.
Compare to Blighted Gorge or Stensia Bloodhall.
"Legendary" isn't something necessarily attached to cards just because they're strong. Cards with the supertype usually have it because they have effects that would be too punishing to stack.
May 26, 2016 4:43 p.m. Edited.
SwaggyMcSwagglepants says... #13
Maybe for the fortress ability?
Also, thank god for the lack of italics. Those in comments really tilt me for no reason.
Can we make this into a cycle? Like blue could get to mill, black could be each player loses X life, green could be target creature gets +X/+0, and white could be blinking permanents? Maybe red would be more balanced if it was a Commune with Lava effect.
dragonsandgoblins85 says... #2
Pretty cool ideas for Legendary Lands in my opinion. I'd play them and collect'em if they were real. Especially the Swamp based land and the Mountain based land. R/B is my forte and what i play most. I like burn and discard abilities. Throw in the destroy target creature land w/ the R/B lands as a bonus and i'd be like HECK YEAH my deck rules, lol. A+ man, keep the card ideas flowing. Maybe Wizards/MTG will create them, that'd be cool.
d&g85
May 25, 2016 5:52 p.m.