As usual, didn't have a good idea for the white part of a cycle, but also this time didn't have a good idea for the black part either. Forced cycle anyways! The blue one is the first one, then I had a bright idea for the green one, at which point I just soldiered through the cycle.
Sea of Grain
Land - Plains
: Each player gains 2 life.
Prison Isle
Land - Island
If ~ would enter the battlefield, you may choose target creature. If you do, it enters the battlefield under that creature's controller's control and exile that creature until ~ leaves the battlefield. Otherwise, ~ enters the battlefield tapped.
Stinking Peat
Land - Swamp
Whenever a creature or land card is put into your graveyard from anywhere, you may exile that card. If you do, gain 1 life.
Treacherous Arete
Land - Mountain
~ enters the battlefield tapped.
At the beginning of your upkeep, choose any target and flip a coin. If you win the flip, ~ deals 1 damage to the chosen target. Otherwise ~ deals 1 damage to you.
Wild Place
Land - Forest
~ enters the battlefield tapped.
Whenever another land enters the battlefield under your control, that land becomes a 2/2 green Wolf creature that's still a land.
Rare Typed Lands
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JovialJovian Captain, I object!
- Posts: 2254
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First rule of lands: never be strictly better than a basic. Sea of Grain and Stinking Peat should be entering tapped (or be conditional), or have some other downside. Ignoring that....
Sea of Grain: symmetric lifegain is somewhat interesting, but this is way too efficient - I suspect its presence would singlehandedly invalidate aggro in most formats. It's fine to be better than Sapseep Forest, but this is a bit much. I'd probably add an activation cost.
Prison Isle: I have some color pie concerns for this, since Oblivion Ring is in White's slice. This also looks way too strong - it's Path to Exile in a land slot. If you really want it to be removal, maybe some sort of 'tap a thing, it doesn't untap' effect, similar to Skyline Cascade?
Stinking Peat: sort of an odd effect. Again, may want to add an activation cost to this. I'm not sure if there will be some sort of mill/lifegain combo deck enabled by this, but interesting to hypothesize about.
Treacherous Arete: again, concerns about free activation. Seems extremely oppressive to 1-toughness creatures.
Wild Place: probably the most well-balanced of them - giving your lands summoning sickness and vulnerability to removal are both significant downsides, but free 2/2s are pretty good. May have some memory issues involved with remembering which lands are creatures though.
Sea of Grain: symmetric lifegain is somewhat interesting, but this is way too efficient - I suspect its presence would singlehandedly invalidate aggro in most formats. It's fine to be better than Sapseep Forest, but this is a bit much. I'd probably add an activation cost.
Prison Isle: I have some color pie concerns for this, since Oblivion Ring is in White's slice. This also looks way too strong - it's Path to Exile in a land slot. If you really want it to be removal, maybe some sort of 'tap a thing, it doesn't untap' effect, similar to Skyline Cascade?
Stinking Peat: sort of an odd effect. Again, may want to add an activation cost to this. I'm not sure if there will be some sort of mill/lifegain combo deck enabled by this, but interesting to hypothesize about.
Treacherous Arete: again, concerns about free activation. Seems extremely oppressive to 1-toughness creatures.
Wild Place: probably the most well-balanced of them - giving your lands summoning sickness and vulnerability to removal are both significant downsides, but free 2/2s are pretty good. May have some memory issues involved with remembering which lands are creatures though.
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void_nothing Look On My Sash...
- Posts: 14922
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- Location: Tal Terig, Zendikar
Mookie hit most of what I wanted to say. I know Prison Isle's flavor is really evocative - the movie Papillon and lots of similar examples have made "inescapable jail for the most condemned criminals on a remote island" a popular fictional trope. But both exile-with-an-out and giving your opponent some kind of recompense for exiling a creature are very white.
I'm actually the most concerned about Wild Place despite how, again, flavorful and cool it is. Field of the Dead is now well-known as a dangerous card, after all, and they have free 2/2s on dropping a land as a similarity. However, of course turning your lands into the creatures instead of getting tokens is a big difference.
Something you could do for the white entry is make the lifegain ability a triggered ability (probably for just 1 life) when you tap it for mana. Of course Stinking Peat has something similar (and I'd make the ability mandatory there as well), so I think it'd be better mechanically and flavorfully to find something new for the Plains entry...
I'm actually the most concerned about Wild Place despite how, again, flavorful and cool it is. Field of the Dead is now well-known as a dangerous card, after all, and they have free 2/2s on dropping a land as a similarity. However, of course turning your lands into the creatures instead of getting tokens is a big difference.
Something you could do for the white entry is make the lifegain ability a triggered ability (probably for just 1 life) when you tap it for mana. Of course Stinking Peat has something similar (and I'd make the ability mandatory there as well), so I think it'd be better mechanically and flavorfully to find something new for the Plains entry...
Psst, check the second page of Custom Card Contests & Games! Because of the daily contests, a lot of games fall down to there.
The greatest (fake) pro wrestling on the internet - Collaborative Create-A-Booster - My random creations (updated regularly)
Important Facts: Colorless is not a color, Wastes is not a land type, Changeling is not a creature type
The greatest (fake) pro wrestling on the internet - Collaborative Create-A-Booster - My random creations (updated regularly)
Important Facts: Colorless is not a color, Wastes is not a land type, Changeling is not a creature type
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JovialJovian Captain, I object!
- Posts: 2254
- Joined: 4 years ago
- Pronoun: he / him
Well, the easy solution to the white one and the concerns about the color of the blue one is:
Remote Prison
Land - Plains
If ~ would enter the battlefield, you may choose target creature and opponent controls. If you do, ~ enters the battlefield under that player's control and when it does, exile the chosen creature until ~ leaves the battlefield. Otherwise, ~ enters the battlefield tapped.
But I will point out that color is virtually irrelevant, since it costs no mana to cast, you could put this in a mono-blue deck anyways.
That leaves a vacancy for the Island:
Shifting Seas
Land - Island
~ enters the battlefield tapped.
, : Exchange control of ~ and target land and opponent controls, ~ and that land don't untap during their controller's next untap steps.
I was not a fan of stinking peat, but I suppose it could work in conjunction with self-mill or discard, to gain some residuals from the lands getting dumped to the grave:
Stinking Peat
Land - Swamp
~ enters the battlefield tapped.
Whenever a land is put into your graveyard from anywhere, exile that card and gain 1 life.
Treacherous Arete could be made more treacherous to balance it out:
Treacherous Arete
Land - Mountain
~ enters the battlefield tapped.
At the beginning of your upkeep, choose any target, than an opponent chooses any target. Flip a coin, if you win the flip, ~ deals 1 damage to the target you chose, otherwise ~ deals 1 damage to the target your opponent chose.
I feel like the standard these days for permanently animated lands is to make them 0/0s and put some counters on them. Going that route would also make multiple copies beneficial rather than redundant, though in that case two seems too much.
Wild Place
Land - Forest
~ enters the battlefield tapped.
Whenever another land enters the battlefield under your control, put a +1/+1 counter on it and that land becomes a 0/0 green Elemental that's still a land.
Remote Prison
Land - Plains
If ~ would enter the battlefield, you may choose target creature and opponent controls. If you do, ~ enters the battlefield under that player's control and when it does, exile the chosen creature until ~ leaves the battlefield. Otherwise, ~ enters the battlefield tapped.
But I will point out that color is virtually irrelevant, since it costs no mana to cast, you could put this in a mono-blue deck anyways.
That leaves a vacancy for the Island:
Shifting Seas
Land - Island
~ enters the battlefield tapped.
, : Exchange control of ~ and target land and opponent controls, ~ and that land don't untap during their controller's next untap steps.
I was not a fan of stinking peat, but I suppose it could work in conjunction with self-mill or discard, to gain some residuals from the lands getting dumped to the grave:
Stinking Peat
Land - Swamp
~ enters the battlefield tapped.
Whenever a land is put into your graveyard from anywhere, exile that card and gain 1 life.
Treacherous Arete could be made more treacherous to balance it out:
Treacherous Arete
Land - Mountain
~ enters the battlefield tapped.
At the beginning of your upkeep, choose any target, than an opponent chooses any target. Flip a coin, if you win the flip, ~ deals 1 damage to the target you chose, otherwise ~ deals 1 damage to the target your opponent chose.
I feel like the standard these days for permanently animated lands is to make them 0/0s and put some counters on them. Going that route would also make multiple copies beneficial rather than redundant, though in that case two seems too much.
Wild Place
Land - Forest
~ enters the battlefield tapped.
Whenever another land enters the battlefield under your control, put a +1/+1 counter on it and that land becomes a 0/0 green Elemental that's still a land.