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colorless Inspiration and more



 
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rockshard



Joined: 24 Jun 2007
Posts: 111

PostPosted: Fri Aug 10, 2007 7:44 pm    Post subject: colorless Inspiration and more Reply with quote

Inspirational Tome, 4
Artifact
Flash
Inspirational Tome comes into play tapped.
Tap, Sacrifice Inspirational Tome: Draw two cards.

House Raider, W
Creature - Beast
1: Turn House Raider face down.
Morph W
1/1

and of course more split cards:

Magic // Wizards
1RU, Sorcery (Magic) Put target land on the top or bottom of its owner's library.
3U, Creature - Wizard (Wizards) Tap: Draw a card. 0/2

Land, Sea // Air
Land (Land, Sea) /large blue mana symbol/
4U, Instant (Air) Counter target spell.

Stamp // Send
Land (Stamp) /large green mana symbol/
3G, Instant (Send) Put a Forest token into play and put Stamp into play.

All comments welcome.
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metroman722



Joined: 06 Jul 2005
Posts: 66

PostPosted: Fri Aug 10, 2007 8:05 pm    Post subject: cool Reply with quote

i like the morph creature...thats pretty nifty. Very effective in white weenie

w play house raider
turn 2 pay 1 attack for 2

bash face.

I also like the split lands. There pretty cool. It gives you more versatility. Especially the last one. Pay 4 get two land or just play land. I think it should say search your library for a basic forest instead of put a forest token into play. Deckthinning is very good
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rockshard



Joined: 24 Jun 2007
Posts: 111

PostPosted: Fri Aug 10, 2007 8:16 pm    Post subject: Reply with quote

True but I like the token idea better because it's much faster. I consider shuffling (particularly repeated or unnecessary shuffling) to be disruptive and match-time-consuming. ^_^

Maybe tokens are a little jank but I think they are a better alternative.

That's hardly the first card I thought of that uses land tokens.

Touched by a Ranger
Instant
Put a Forest token into play tapped.
Cycling - Sacrifice a land token.

And a cycle of lands:

Irrigation Leak
Land
Tap: Add U to your mana pool.
Tap, Sacrifice Irrigation Leak: Put a Forest token into play.
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mandanglelow



Joined: 15 Nov 2005
Posts: 98

PostPosted: Fri Aug 10, 2007 10:48 pm    Post subject: Reply with quote

you should make the land tokens like that 1/1 creatre land... might get more use out of the token then... and you can have them for all colors...

green-elf
red-goblin
white-soldier
black-zombie
blue-wizard
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MaksymG



Joined: 24 Apr 2006
Posts: 174

PostPosted: Sat Aug 11, 2007 6:44 am    Post subject: Reply with quote

the split cards are ridiculously overpowered, the ones with the lands anyhow, they are SCTRICTLY better than basic lands. The only time this has happened was with the original dual lands and with the legend lands of Kamigawa but the drawback was so severe for drawing more than one of them (dead card(s) in hand) that people rarely played more than 1 (with the occasional deck playing 2 of the same one).
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metroman722



Joined: 06 Jul 2005
Posts: 66

PostPosted: Sat Aug 11, 2007 11:42 am    Post subject: Reply with quote

there no different then the ridiculously broken artifact lands. every deck in mirrodin basically had artifacts and artifact lads... they were strictly better than basic lands

maybe they should be legendary lands. That would be a drawback. then the one would turn into a crappy counterspell..and the other would be useless
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Zaid



Joined: 11 Dec 2005
Posts: 6

PostPosted: Sat Aug 11, 2007 12:23 pm    Post subject: Reply with quote

I think they should come into play tapped, that would be a very rasonable drawback and you could play more than one
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rockshard



Joined: 24 Jun 2007
Posts: 111

PostPosted: Sat Aug 11, 2007 12:45 pm    Post subject: Reply with quote

M4ks wrote:
the split cards are ridiculously overpowered, the ones with the lands anyhow, they are SCTRICTLY better than basic lands. The only time this has happened was with the original dual lands and with the legend lands of Kamigawa but the drawback was so severe for drawing more than one of them (dead card(s) in hand) that people rarely played more than 1 (with the occasional deck playing 2 of the same one).


Oh sure they are strictly better than basic lands. I seriously think new lands should be more powerful that basic lands. I don't like the fact that every little ability that comes on a land makes it comes into play tapped or make you lose 2 or more life, even if all that land does is fix colors. I just think it's crude and boring.

I could be wrong though, because what that would create is every player in a color would require 4 of each "strictly better" card. Which I guess is ok as long as they're not rare.

Maybe they should come into play tapped. All things considered they are really good even if they come into play tapped.

metroman - artifact lands weren't strictly better, I mean they could be Oxidize'd on the first turn. Good thing they were common, though.

I have two other cycles of "strictly better" lands.

Ocean
Land - Island
Ocean is indestructible.

Terraformed Pool
Land - Island
Morph 0

The indestructible lands are definitely fine but I wonder if the Morph lands are too powerful. On the other hand, it would create a really cool environment for Morphs and make all other Morphs more powerful by using these lands as the ultimate "bluff Morphs". Also, I'd make their Morph cost 1 or 2 but it's just not as nice. Plus it's weird, since I get the feeling that a Morph cost of even 1 would either be too low or too high.

I should probably make them not Islands and make them say "Tap: Add U to your mana pool" Making them Islands is an unnecessary advantage.
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Avata



Joined: 03 Dec 2006
Posts: 370

PostPosted: Sat Aug 11, 2007 1:05 pm    Post subject: Reply with quote

The need to run basic lands (or have a drawback) is an essential part of the game. This has been true since the very beginning, with the exception of the original dual lands, which were discontinued, and it's something that Wizards watches very closely.

I mean, it's all your own sets so do whatever you want, just know these cards aren't balanced by any stretch of the imagination and would never see print. The spell lands effectively allow you to cut your land count (since if you were in two colors, you could run 8 spell/lands and only 16 regular lands) and the morph lands are nuts - they give you a 2/2 that turns into a land instead of dying, OR gives you the chance to accelerate your mana by playing the morph and unmorphing it immediately.
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rockshard



Joined: 24 Jun 2007
Posts: 111

PostPosted: Sat Aug 11, 2007 1:19 pm    Post subject: Reply with quote

heey I actually never thought of using the Morphs as mana acceleration. I seriously have to raise the Morph cost on those. Thanks for pointing that out lol. I completely missed the fact that Morph lands could be used to accel, but that's fine as long as they are not too cheap.

But listen. I don't believe my cards are unbalanced per se, but they are a power shift. I am changing the balance of Magic as I would like it to be.

Imagine if nonbasic lands are good enough that basic lands are almost obsolete. Now, all these good nonbasic lands (morph lands, split lands, indestructible lands, and color-fixers with no ability) are competing against each other for slots in your deck. So that's balanced. And if you wanted cards that search for Basic land types or basic lands specifically (Rampant Growth) then you would have to make room for boring old basic lands in your deck too. (kind of like how Loam-Assault netdecks in T2 may have exactly one Forest, one Plains, one Mountain in them solely for Edge of Autumn) So basic lands would STILL have a use out there and would still be fast and efficient lands. That's pretty balanced in my opinion.

Terraformed Rocks
Land
Tap: Add R to your mana pool.
Morph 1
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