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zackwilder118
06-09-2006, 11:52 PM
Hellbent Room
Legendary Land -- Swamp Mountain
(:tap:: add :b: or :r: to your mana pool.)
When this comes into play, you lose three life.
Hellbent -- This has ":tap:, :b::r:: draw a card" as long as you have no cards in your hand.

Forecasting Tower
Legendary Land -- Island Plains
(:tap:: add :u: or :w: to your mana pool.)
When this comes into play, you lose three life.
Forecast -- :2mana::w::w:, reveal ~ from your hand: you gain three life.

Grafting Lab
Legendary Land -- Island Forest
(:tap:: add :u: or :g: to your mana pool.)
When this comes into play, you lose three life.
This comes into play with 2 charge counters. Whenever a creature comes into play, you may remove a charge counter from Grafting Lab. If you do, that creature comes into play with a +1/+1 counter on it.

Bloodthirsty Ground
Legendary Land -- Forest Mountain
(:tap:: add :r: or :g: to your mana pool.)
When this comes into play, you lose three life.
:2mana::g::r:: This becomes a 2/3 creature that's still a land until the end of the turn with haste and ":tap:: This deals 2 damage to target player or creature. Use this ability only if an opponent was dealt damage this turn.

Haunting Shrine
Legendary Land -- Swamp Plains
(:tap:: add :w: or :b: to your mana pool.)
When this comes into play, you lose three life.
:tap:, :2mana::b::w:: The next time you would haunt a creature this turn, haunt two target creatures instead.

Replicating Factory
Legendary Land -- Mountain Island
(:tap:: add :r: or :u: to your mana pool.)
When this comes into play, you lose three life.
:tap:, :1mana::u::r:: The next time you play a spell with Replicate this turn, reduce the replicating cost by :1mana:.

Dredging Graveyard
Legendary Land -- Swamp Forest
(:tap:: add :b: or :g: to your mana pool.)
When this comes into play, you lose three life.
:tap:, :2mana::b::b::g:, Sacrifice Dredging Graveyard: You gain 3 life, and black and/or green cards in your graveyard gain Dredge X until end of turn where X is the card's converted mana cost. Draw a card.
Dredge 3

Transmuting Realm
Legendary Land -- Swamp Island
(:tap:: add :b: or :u: to your mana pool.)
When this comes into play, you lose three life.
:tap:, :3mana:, reveal a black and/or blue card from your hand: The revealed card gains Transmute :1mana::u::b: until end of turn.

Convoking Field
Legendary Land -- Forest Plains
(:tap:: add :w: or :g: to your mana pool.)
When this comes into play, you lose three life.
:tap:, :1mana::g::w:: The next time you play a green and/or white spell this turn, that spell gains Convoke

Radiant Fortress
Legendary Land -- Mountain Plains
(:tap:: add :w: or :r: to your mana pool.)
When this comes into play, you lose three life.
T, :xmana::r::w:: The next time you play a red and/or white sorcery or instant with converted mana cost X that targets a single permanent this turn, it gains Radiance.

Guildpact :2mana:
Legendary Artifact
When Guildpact comes into play, pay :w::u::r::b::g: or sacrifice Guildpact.
:xmana::r::r:, :tap:: Deal X damage to target mono-colored creature.
:xmana::w::w:, :tap:: Prevent the next X damage to target multi-colored creature.
:xmana::g::g:, :tap:: Put X 1/1 saproling tokens into play with defender and ":1mana:: This creature loses defender until end of turn.".
:xmana::b::b:, :tap:: All creatures get -Y/-Y until end of the turn, where Y is half of X, rounded down.
:xmana::u::u:, :tap:: Each player draws X cards, where X is the number of cards in target player's hand.

Any comments? Do you think these cards are balanced? Thx.

Being someone who doesn't have enough money to buy dual lands, I was trying to make some dual lands that would be cheap enough for people who don't have $80 bucks to spend. Do you think they would be low in cost?

Amaster42
06-12-2006, 06:51 PM
I gotta say, theres some nice stuff here. A couple in particular caught my eye...

Bloodthirsty Ground
Legendary Land -- Forest Mountain
(:tap: add :r: or :g: to your mana pool.)
When this comes into play, you lose three life.
:2mana::g::r:: This becomes a 2/3 creature that's still a land until the end of the turn with haste and ":tap:: This deals 2 damage to target player or creature. Use this ability only if an opponent was dealt damage this turn.
Very interesting, although I'm not sure I get it flavor wise. It's a moot point, because the mechanic is good, but "Bllodthirsty Ground" dosen't describe it much beyond a creature that's a land. Nice, though.



Dredging Graveyard
Legendary Land -- Swamp Forest
(:tap:: add :g: or :b: to your mana pool.)
When this comes into play, you lose three life.
:tap:,:2mana::b::b::g: , Sacrifice Dredging Graveyard: You gain 3 life, and black and/or green cards in your graveyard gain Dredge X until end of turn where X is the card's converted mana cost. Draw a card.
Dredge 3
Oy, this could be nasty. I can't see it play, but I imagine it's a bit over powered, seeing as it allows you to bring back any number of multiple creatures. Could be quite nasty.




Convoking Field
Legendary Land -- Forest Plains
(:t:: add or to your mana pool.)
When this comes into play, you lose three life.
:tap:,:1mana::g::w: : The next time you play a green and/or white spell this turn, that spell gains Convoke

I can see this playing really well. but you might want to up the cost one or two mana. Otherwise it could be a bit overpowered, allowing tons of cheap creatures.


All in all, some very nice cards.

zackwilder118
06-12-2006, 07:13 PM
Convoking Field
Legendary Land -- Forest Plains
(:t:: add or to your mana pool.)
When this comes into play, you lose three life.
:tap:,:1mana::g::w: : The next time you play a green and/or white spell this turn, that spell gains Convoke

I can see this playing really well. but you might want to up the cost one or two mana. Otherwise it could be a bit overpowered, allowing tons of cheap creatures.


I don't see how it allows too many cheap creatures. It's only the next spell you play, so it would be one per turn...

Amaster42
06-12-2006, 07:23 PM
True, I was just thinking if you had multiples, or cards like Stone-Seeder Hierophant, or something like that. Maybe I was wrong.

zackwilder118
06-12-2006, 07:34 PM
I made them legendary for that reason, so people can't have multiples out unless they have Mirror Gallery which not only costs five mana to play, but they risk getting all of their legendary stuff getting blown up if their opponent has a Naturalize in their hand or something that kills artifacts.

zenith
06-17-2006, 12:35 AM
<div class='quotetop'>QUOTE(zackwilder118 @ Jun 12 2006, 05:34 PM) Quoted post</div><div class='quotemain'>
I made them legendary for that reason, so people can't have multiples out unless they have Mirror Gallery which not only costs five mana to play, but they risk getting all of their legendary stuff getting blown up if their opponent has a Naturalize in their hand or something that kills artifacts.
[/b][/quote]

odd... but yea i guess... still the lnads should say like : you may only have 2 of these in ur deck

zackwilder118
06-20-2006, 11:49 PM
<div class='quotetop'>QUOTE(zenith @ Jun 17 2006, 12:35 AM) Quoted post</div><div class='quotemain'>
odd... but yea i guess... still the lnads should say like : you may only have 2 of these in ur deck
[/b][/quote]

What would be easier if you were going to do that, would just be to restrict them to two. Have you seen a restricted card say on it: "You may only have one of these in your deck."?

Any other comments?

darksteel1000
06-21-2006, 10:44 AM
These cards are great except fo grafting lab. That only has 2 charge counters on it. You can't really do much with it.

zackwilder118
06-22-2006, 09:30 PM
Here's what I was thinking when I got two counters instead of three or four. Shocklands cost two life to put into play untapped, this takes three. So there's one life left over for an ability. Usually, one life equals to one mana, (look at City of Brass or Vesper Ghoul). So, using that one mana, it gets Simic Initiate. But this land can't attack like the initiate might be able to, so it gets two.

zackwilder118
06-23-2006, 02:14 AM
After thinking about it for a while, I came up with this:

Grafting Lab
Legendary Land -- Island Forest
(style_emoticons/<#EMO_DIR#>/tap.gif: add style_emoticons/<#EMO_DIR#>/color_mana_1.gif or style_emoticons/<#EMO_DIR#>/color_mana_4.gif to your mana pool.)
When Grafting Lab comes into play, you lose three life.
Grafting Lab comes into play with 1 charge counter. When a creature comes into play, you may remove one charge counter from Grafting Lab. If you do, it comes into play with a +1/+1 counter on it.
style_emoticons/<#EMO_DIR#>/1managu.gifstyle_emoticons/<#EMO_DIR#>/1managu.gif: Put a charge counter on Grafting Lab.