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My Dual-Lands: Cycle 2



 
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Toshi



Joined: 16 Oct 2004
Posts: 22

PostPosted: Fri Sep 14, 2007 8:56 am    Post subject: My Dual-Lands: Cycle 2 Reply with quote

Here's another concept I have. These aren't perfect, but you'll get the idea.

Bitchin UW Land

Legendary Land

As ~ comes into play if there isn't a plains or island card in your sideboard, sacrifice ~.

~ comes into play tapped.

When ~ comes into play you gain 2 life and target permanent doesn't untap during its controllers next untap phase.

Tap: Add U or W to your mana pool.



Bitchin' GR Land

Legendary Land

As ~ comes into play if there isn't a Forest or Mountain card in your sideboard, sacrifice ~.

~ comes into play tapped.

Creatures you control have Bloodthirst 1

Tap: Add G or R to your mana pool.



Bitchin' UB Land

Legendary Land

As ~ comes into play if there isn't an Island or Swamp card in your sideboard, sacrifice ~.

~ comes into play tapped.

When ~ comes into play Fateseal 1 and Scry 1.

Tap: Add U or B to your mana pool.



So as you can see, there's a lot going on here. You use your sideboard as a resource, but get a nice effect. Its legendary, but late game you can play multiples just for their effect. The effects could be anything really this is just what I first thought of. I'm not really sure how good an effect you should get for using your sideboard as a resource. However, I as a rule I don't think they should provide card advantage and CIP need to be relatively weak, since they can be comboed with cards like bouncelands.(And obv you get an effect from both colors, or somethign that represents both colors)

Edit: Weakened.


Last edited by Toshi on Fri Sep 14, 2007 11:37 am; edited 1 time in total
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CMA-Flippi
Administrator


Joined: 19 Mar 2005
Posts: 490
Location: Weiterstad

PostPosted: Fri Sep 14, 2007 10:55 am    Post subject: Reply with quote

they're completely too broken.
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Toshi



Joined: 16 Oct 2004
Posts: 22

PostPosted: Fri Sep 14, 2007 11:36 am    Post subject: Reply with quote

CMA-Flippi wrote:
they're completely too broken.


Noted
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coolcreep



Joined: 18 Feb 2006
Posts: 289

PostPosted: Fri Sep 14, 2007 5:02 pm    Post subject: Reply with quote

The UW one isnt that broken, but the GR and and UB ones are both busted in half.
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KeySam



Joined: 14 Oct 2005
Posts: 531

PostPosted: Sat Sep 15, 2007 4:16 am    Post subject: Reply with quote

I think only the r/g one is realy realy good, though the u/b one is also great. The problem is that they already used backdraws to make duals worse... And then you add an useful ability to it Wink that seems a bit too mutch. How about this idea.

Name

Land Dual(just a random land subtype)

When whatever you want would comes into play return a non Dual land to your hand, if you dont Name doesnt come into play.

T: Add x or y to your pool.

When name comes into play/is in play, do something good.

I think that would be better thatway you have an huge drawback by setting you back one turn or need to mull with 2 on hand. (i worded it would come+ non dual(just a random land subtype) to stop going wild with their cip effects.

If you do it like this they could work as posted above, but the r/g one is still powerful. I think i would do it like, cip 1 damage to target player.
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footu



Joined: 04 Jan 2005
Posts: 31

PostPosted: Sun Sep 16, 2007 9:26 am    Post subject: Reply with quote

ba-ba-barooo-ken!
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bigballer11



Joined: 11 Feb 2008
Posts: 9

PostPosted: Wed Feb 13, 2008 5:52 am    Post subject: Reply with quote

coolcreep wrote:
The UW one isnt that broken, but the GR and and UB ones are both busted in half.




lol true very busted like over DR. Trans face busted that how busted it is lol lol
ya those lands will never be made ever ever evr evr ever

but good idea
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rockshard



Joined: 24 Jun 2007
Posts: 112

PostPosted: Sat Aug 02, 2008 9:35 pm    Post subject: Reply with quote

using your sideboard like this, that's pretty clever. This gives me an idea for a card... a land card that can produce the color of any land you have in your sideboard.
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