Emerald Elemental -
Vigilance.
Lands cant be the target of spell or habilities.
6/6
How about this:
X, Veteran Scout
Legendary Creature - Human Scout
Nonbasic landwalk, protection from lands
Whenever X, Veteran Scout deals combat damage to a player, you may search your library for a land card, reveal it, put it into your hand, then shuffle your library.
2/2
Fire rage - R
Instant
Destroy target nonbasic land
Suck It - XU
Instant
Return all creatures with converted cost X to their owner's hand
I've felt that Black should have a way to deal with artifacts/enchantments. On the other hand, it shouldn't be really efficient, and it should feel Black. Here's what I came up with:
Dark Absolution XB
Sorcery
Destroy target nonland permanent with converted mana cost X. You lose X life.
Well, considering it doesn't get online before T3, that might be reasonable.
Other stuff I'd like to see:
Royal Recruiter
Creature - Human Advisor
When Royal Recruiter enters the battlefield, search your library for a creature card with power 2 or less, reveal it, and put it into your hand. Then shuffle your library.
1/1
And a crusade on a stick (with a different name, of course):
Solaire, Sun Knight
Legendary Creature - Human Knight
First strike
Other white creatures you control get +1/+1.
2/2
Void Master - Legendary Demon
Cumulative upkeep - 1 life.
Flying, Protection from white.
5/6
Tabernacle Golem
Artifact Creature - Golem
All creatures and artifacts require an upkeep cost cost equal to it's casting cost.
4/7
1WW
Planeswalker
+1: Until your next mainphase, noncreature spells cost an additional 1 to cast.
-2: Deal 3 damage to target nonwhite creature.
-7: Target player gets an emblem that says "Each non-land permanent you control gains 'during your upkeep, sacrifice this permanent unless you pay 2'"
Loyalty 3
R - Molten Rush
Sorcery
Put a 3/1 Elemental token with "Trample, haste" onto the battlefield for each player who does not control any Islands.
In the wake of discussing other options to duals which aren't affected AND giving other colors more filter options - why not both and having something similiar to the scry lands in Standard, except that they're fetchable duals?
Of course this would be too powerful for Modern, but why not having a thought experiment?
The basic gist:
Now it's up to you to give them a drawback that makes them a viable alternative to duals without forcing even mono-colored decks into playing fetches + scry duals, even if they still end up being strictly better than the old duals.Scry Taiga
Land - Mountain Taiga
~ Drawback
When Scry Taiga enters the battlefield, scry 1.
I'd want it to have something that increased interaction and timing decisions, like "When Scry Taiga enters the battlefield, each opponent untaps two lands." (Just bullshitting the specifics without much thought, but the possibilities are endless.)
And stick all those Scry duals in a Legacy set with Force of Will, fetch lands, Karakas, Wasteland, and other creative goodies.
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