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Toshi
Joined: 16 Oct 2004 Posts: 22
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Posted: Fri Sep 14, 2007 8:56 am Post subject: My Dual-Lands: Cycle 2 |
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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: 537 Location: Weiterstad
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Posted: Fri Sep 14, 2007 10:55 am Post subject: |
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| they're completely too broken. |
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Toshi
Joined: 16 Oct 2004 Posts: 22
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Posted: Fri Sep 14, 2007 11:36 am Post subject: |
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| CMA-Flippi wrote: | | they're completely too broken. |
Noted |
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coolcreep
Joined: 18 Feb 2006 Posts: 364
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Posted: Fri Sep 14, 2007 5:02 pm Post subject: |
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| 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: 545
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Posted: Sat Sep 15, 2007 4:16 am Post subject: |
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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 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
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Posted: Sun Sep 16, 2007 9:26 am Post subject: |
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| ba-ba-barooo-ken! |
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bigballer11
Joined: 11 Feb 2008 Posts: 9
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Posted: Wed Feb 13, 2008 5:52 am Post subject: |
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| 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
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Posted: Sat Aug 02, 2008 9:35 pm Post subject: |
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| 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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