It's not a real trade-off though. Who seriously makes good turn 1 or 2 turn one plays in casual? I windmill slam this down on t1, and then I could be playing wastes for the rest of the game and still have a pretty good mana base. And "comes into play tapped" isn't even a non-starter in competitive. Vesuva and cloud post come to mind as the biggest examples. If you're on the play the card basically says "An opponent draws a card. For the rest of the game, lands you control tap for any color" That's good enough for a few competitive formats.
Wastes have no land type. There are six different basic lands. There are five basic land types.Wastes is a basic land. This land would be akin to Wastes
How about something like:
RR
Overpressure
Enchantment
Whenever a player would cast an instant or sorcery spell, that player creates a copy of that spell and puts the spell into his or her graveyard instead.
I was mostly trying for something interesting and different rather than a specific impact.
It messes with stuff like chalice, counterbalance, storm, prowess, and monastery mentor. It also has interesting interactions with non-targeted graveyard or self exile like Ill-gotten gains.
Edit: Oh... Standstill too.
Storm: When you cast this spell, copy it for each other spell that was cast before it this turn. If the spell has any targets, you may choose new targets for any of the copies
This card replaces the cast with something else, so there is no cast. You don't increase storm count, and you don't get storm copies. I'd say that's pretty meaningful.
I think certain cards from Hearthstone should be fine if they transitioned to MtG with some adjustments. For example:
Naturalize
Instant
Destroy target creature. It can't be regenerated. An opponent draws two cards.
Branching Paths
Sorcery
Choose two. You may choose they same mode more than once.
· Draw a card.
· Put a +1/+0 counter on each creature you control.
· You gain 6 life.
Nourish
Sorcery
Choose one -
· Search your library for two land cards, put them onto the battlefield, then shuffle your library.
· Draw three cards.
Flamewaker
Creature - Devil
Whenever you cast an instant or sorcery spell, Flamewaker deals 2 damage divided as you choose among one or two targets.
2/4
Flame Imp
Creature - Imp Demon
When Flame Imp enters the battlefield, it deals 3 damage to you.
3/2
Malchezaar's Imp
Creature - Imp Demon
Whenever you discard a card, if you discarded it at random, draw a card.
1/3
Do you think a 2 mana chalice of the void permanently set for 1CMC would be too powerful/broken in legacy? Like wif chalice decks had chalice 5-8, would that put a damper on blue cartel shell or would it simply entrench blue cartel/chalice decks even more.
I imagine it would hit other stuff harder. The 'cantrip cartel' does still make it easier to find anti-chalice tech like Ingot Chewer,Shattering Spree or Ancient Grudge. I'm also not sure it would have a positive impact on the play experience in general, and replacing the cantrip cartel with some kind of 'legacy shops' thing isn't necessarily going to promote a more diverse metagame.
A few white cards:
Angelic Intervention 3WW
Instant
You may exile a white card from your hand and have each opponent gain 1 life rather than pay Angelic Intervention’s mana cost.
Put target spell or nonland permanent on top of its owner’s library.
Burden of Solitude W
Enchantment
Creatures can’t attack or block alone.
Desperate Conscriptions 3W
Instant
Affinity for damage dealt to you this turn
Search your library for a creature card with converted mana cost 1 and put it onto the battlefield. Then shuffle your library.
Gravestorm
Envoy of Peace 1W
Instant
Until end of turn, if you would be dealt damage by a source you don’t control, investigate instead.
Fall Back W
Instant
Scry 3, then manifest the top card of your library.
Put a permanent you control on top of its owner’s library.
Golden-Tail Ascendant WW
Legendary Planeswalker - Golden-Tail
+1: Put a training counter on target creature. That creature gains bushido 1 and becomes a Samurai in addition to its other creature types.
0: Until your next turn, you may cast creature spells as though they had flash.
-1: Remove X loyalty counters from Golden-Tail Ascendant. Creatures you control get +X/+X until end of turn.
2
Politeness W
Enchantment
Split second — Whenever a creature enters the battlefield, it becomes a 1/1 creature without abilities until end of turn. (Players can’t cast spells or active abilities unless they’re mana abilities while this ability is on the stack.)
Veteran Templar 1W
Creature - Cat Knight
Vigilance
W, T: Search your library for an instant card with converted mana cost 2 or less, reveal it, then cast it without paying its mana cost with target creature you control as a target. Then shuffle your library. (You can’t cast it if you can’t target that creature this way.)
2/3
Voice of the Masses XW
Instant
Convoke
Counter target spell unless its controller pays X, and 1 for each creature convoked for this spell.
I like the idea on this one. I'm guessing the idea here is to have creatures not be able to use any abilities when they ETB and wait until the next turn? If so, might need to have them "come into play as..." instead of losing abilities on an ETB trigger, but I'm not a rules lawyer and i didn't stay at a holiday inn express last night either. :).
If that's the idea then you're right: You need a replacement effect to make sure they enter as 1/1's with no abilities. By saying that this ability uses the stack it is implied that this is a triggered ability, but if that was the case then their ETB abilities would still trigger since they'd still have them when they enter.
I know that ETB abilities will still work. I intended it to do away with the unanswerable abilities of cards like griselbrand, young pyromancer or monastery mentor. By creating a window of opportunity where the creatures are vulnerable and their abilities can't be used. It's also a (temporary hoser) of haste, sac abilities, protection, hexproof and shroud.
A few red cards:
Akki Gold Digger 1R
Creature - Goblin Scout
When Akki Gold Digger enters the battlefield, shuffle your graveyard, then return a card at random from your graveyard to your hand.
When Akki Gold Digger dies, you may choose a card from your graveyard and shuffle it among the top four cards of your library.
2/1
Akki Avalanchers #2 R
Creature - Goblin Warrior
Haste
Akki Avalanchers #2 can’t attack or block unless a land was put into a graveyard from anywhere this turn.
2/2
Horny Staticaster RR
Creature - Minotaur Wizard
Whenever an opponent casts a spell, Horny Staticaster deals 1 damage to any target.
2/1
Jaya's Familiar 1R
Creature - Lizard
Unleash
When Jaya’s Familiar enters the battlefield, each player sacrifices a blue permanent.
2/1
Lava Tremors RRR
Sorcery
Destroy target nonbasic land. Lava Tremors deals 2 damage to each creature that land’s controller controls.
Smasherhorn RR
Legendary Creature - Minotaur Berserker
Trample
Split second — Whenever an artifact enters the battlefield, destroy it and put a +1/+1 counter on Smasherhorn. (As long as this ability is on the stack, players can’t cast spells or activate abilities that aren’t mana abilities.)
2/1
Spellsplinter 1R
Instant
Rather than pay Spellsplinter’s mana cost, you may return a mountain you control to its owner’s hand.
Copy target instant or sorcery spell you don’t control unless its controller pays 1. You may choose new targets for the copy.
Steam Elemental 2R
Creature - Elemental
Flash
Split second
Blue creatures get +1/-1.
3/2
Stir the Pot R
Instant
Choose two in the order of your choice —
• Draw a card.
• Scry X, where X is the number of cards target opponent drew this turn.
• For each player, you may have that player shuffle their library.
Storm Brain R
Instant
You may draw a card. If you don’t, draw a card at the beginning of the next turn’s upkeep.
Target player draws two cards, then puts two random cards from his or her hand on top of his or her library in a random order.
Last edited by Mad Mat; 11-04-2018 at 10:55 AM.
Magus of Humility 2WW
Creature - Human Cleric
Creatures in play lose all abilities and are 1/1's.
4/4
So he turns himself into a 1/1 and takes away his own ability causing a paradox!
I love your cards MadHat. Because you typed them up here, it's a shame they will never see print. Not like Wizards is progressive enough to make something that interesting anyway. I have so many positive feels.
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