Breaking Legendary Lands

  • Thread starter Force of Will Smith
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F

Force of Will Smith

Guest
Aww man.. I thought tabernacle could also be tapped for U.
ah well.. still good

Here's all the legendary lands. I was looking at a couple lands.. Theres got to be a way to break them.


Petrified Field
T: Add one colorless mana to your mana pool.
T, Sacrifice Petrified Field: Return target land card from your graveyard to your hand.

Deserted Temple
T: Add one colorless mana to your mana pool
1, T: Untap target land.
----------------------------


Boseiju, Who Shelters All
Comes into play tapped. Pay 2 life, T: Add 1 to
your mana pool. If that mana is spent on an instant or sorcery spell, that spell can't be countered by spells or abilities.

Eiganjo Castle
T: Add W to your mana pool. W, T: Prevent the next 2 damage that would be dealt to target legendary creature this turn.

Hall of the Bandit Lord
Comes into play tapped. T, pay 3 life: Add 1 to your mana pool.
If that mana is spent on a creature spell, that creature
has haste.

Minamo, School at Water's Edge
T: Add U to your mana pool. U, Tap: Untap target Legendary permanent.

Okina, Temple
T: Add G to your mana pool. G,T: Target Legendary creature gets
+1/+1 until end of turn.

Shinka, the Bloodsoaked Keep
T: Add R to your mana pool. R,T: Target Legendary creature gains
first stike until end of turn.

Shizo, Death's Storehouse
T: add B B,T: Target Legendary Creature gains Fear until end of
turn.

Untaidake, the Cloud Keeper
Comes into play tapped. T, pay 2 life: Add 2 to your mana pool. Spend this mana only to play Legendary spells.

Yavimaya Hollow
T: Add one colorless mana to your mana pool.
G, T: Regenerate target creature.

The Tabernacle at Pendrell Vale
All creatures gain "At the beginning of your upkeep, destroy this creature unless you pay 1."

Hammerheim
T: Add R to your mana pool.
T: Target creature loses all landwalk abilities until end of turn.

Karakas
T: Add W to your mana pool.
T: Return target Legend to its owner's hand.

Pendelhaven
T: Add G to your mana pool.
T: Target 1/1 creature gets +1/+2 until end of turn.

Tolaria
T: Add U to your mana pool.
T: Target creature loses banding or bands with other until end of turn. Play this ability only during upkeep.

Urborg
T: Add B to your mana pool.
T: Target creature loses first strike or swampwalk until end of turn.

Teferi's Isle
Phasing, Teferi's Isle comes into play tapped.
T: Add UU to your mana pool.

Volrath's Stronghold
T: Add one colorless mana to your mana pool.
1B, T: Put target creature card from your graveyard on top of your library.

Gaea's Cradle
T: Add G to your mana pool for each creature you control.

Phyrexian Tower
T: Add one colorless mana to your mana pool.
T, Sacrifice a creature: Add BB to your mana pool.
Living metal encasing dying flesh.

Serra's Sanctum
T: Add W to your mana pool for each enchantment you control.

Shivan Gorge
T: Add one colorless mana to your mana pool.
2R, T: Shivan Gorge deals 1 damage to each opponent.

Tolarian Academy
T: Add U to your mana pool for each artifact you control.

Kor Haven
T: Add one colorless mana to your mana pool.
1W, T: Prevent all combat damage that would be dealt by target attacking creature this turn.

Rath's Edge
T: Add one colorless mana to your mana pool.
4, T, Sacrifice a land: Rath?s Edge deals 1 damage to target creature or player.

Keldon Necropolis
T: Add one colorless mana to your mana pool.
4R, T, Sacrifice a creature: Keldon Necropolis deals 2 damage to target creature or player.
 

Oversoul

The Tentacled One
It is funny to look at just how many of the legendary lands are from COK...

Of the old ones, the most notable is obviously Tolarian Academy. And second comes Gaea's Cradle, by no small margin. Next is probably Serra's Sanctum (Urza's Saga completely dominates when it comes to these cards). These three are all absolutely insane mana producers, with even Sanctum seeing some brokenness in Enchantress decks.

Other good legendary lands are Yavimaya Hollow (mana is important, and the creature regenerating can be quite helpful), The Tabernacle at Pendrell Vale (it has a ridiculously long name and can drive opponents crazy with the effect it creates), and Phyrexian Tower (a great way to kill your own creatures and get mana in the process).
 
C

chris92

Guest
Karakas though the text has been changed so that it could only target legendary creatures, was really reduced in power, since it could no longer bounce itself, which made it real powerful then. Though still a good combo with Braids. :)
 
C

Chaos Turtle

Guest
With 2 Petrified Fields and a Fastbond I think you can kill yourself. That's broken. ;)

Oh, you want to win? Okay, how about this:

With Fastbond in play, do the Petrified Fields trick until you're about to die, then Donate your Fastbond to your opponent, then play Eye for an Eye. Does that work?

Okay, okay, enough kidding around. Howabout: With Fastbond and Horn of Greed in play, do the Petrified Fields trick until you have however many cards you want. Surely you can think of something to do with a load of cards and no life... something involving a Donate perhaps?
 

Ferret

Moderator
Staff member
Bah! All of these lands are just so silly. The best land ever printed should have been Legendary because it was so powerful: Sorrow's Path - trust me on this one. I made a deck around it and it won consistently - mostly, because everyone was so shocked that I was playing w/ it that they didn't take it seriously...

-Ferret

"Worst card ever? I think not!"
 
R

Rooser

Guest
Don't laugh. MrPapersHead plays with a Snowfall deck. Mwonvuli Ooze is some mad techery!
 

Oversoul

The Tentacled One
I'm laughing right now. Sorry, I couldn't help it.

Blame it on my awesome old Snowfall thread from before. I can dig it up if you don't know the one I mean...
 
I

Istanbul

Guest
2x Petrified Field
Fastbond
Lich's Tomb
Reverse the Sands

Here, have a 0 life total.
 
T

train

Guest
Do I have to prove Path is a beatstick again?...



Petrified Field
T: Add one colorless mana to your mana pool.
T, Sacrifice Petrified Field: Return target land card from your graveyard to your hand.

Petrified field, pandemonium, fastbond, living lands, enduring renewal...


Deserted Temple
T: Add one colorless mana to your mana pool
1, T: Untap target land.

living lands, attach squirrel's nest and intruder alarm... go to town... but then this isn't really needed...
 

Oversoul

The Tentacled One
Your Path deck was definitely creative. There are still a number of reasons that Path is a bad card...

The deck you made has probably the best way to utilize Path and iit is still not much of a viable deck (which is not a shot at Train, as I certainly couldn't build a better deck that used Sorrow's Path as a serious component of its strategy).

The deck (when I playtested it, anyway) really wanted to get its creatures out more than anything. Path wasn't a complete waste of a land drop, but it was still highly situational.

There are no other decks which can use Path.

Anyway, I am not sure what the real worst card is. Path is a candidate. I would definitely give it the award for most situational card...

Cathedral of Serra, Seafarer's Quay, Unholy Citadel, Mounatin Stronghold, and Adventurer's Guildhouse all waste land drops to do something even less effective than Path.

Is wasting mana even worse than wasting a land drop? Great Wall does nothing as well, but rather than taking up a land drop, it is a total waste of three mana.

At least that is useful with Opalescence. What about an enchantment that has an upkeep? Snowfall might keep Mystic Remora around a bit longer if played at the right time and in combination with multiple snow-covered islands, but its ability is largely only useful to pay for its own cumulative upkeep.

Are sorceries that do nothing even worse than enchantments that do nothing? There's Melting, which hoses a mechanic that no one uses.

What about cards that only sit in your hand? There's Ertai's Trickery. Like Melting, it hoses an unused mechanic, but it does so in the form of countermagic, meaning it will really only sit in your hand until you can get rid of it with a discard effect.

Is a card that does something, but only at a disadvantage worse than a card that does nothing? Wood Elemental is never efficient. An untapped forest is a more valuable resource than a +1/+1 counter, and a 0/0 for 3G is just horrible, and that is what it starts at. It can also be a 1/1 for 3G if you sacrifice an untapped forest. That is quite possibly worse than the first option. Does it get better as we sacrifice more lands? Not really? If it could eat up untapped lands or lands other than forests, it might become a situational bomb of some sort, but tapping four lands and sacrificing seven untapped forests in order to get a 7/7 is just no good. There is absolutely no point in playing Wood Elemental. Ertai's Trickery can counter Orim's Chant or something. Wood Elemental is always bad except in the event that forests are a totally expendable resource. An example of this is a deck that throws all the forests in its library into play somehow. And even then there is a large list of better ways to kill your opponent. Wood Elemental gets my vote for worst card.

And that includes these new legendary lands from COK, some of which are really bad! :p
 
T

train

Guest
Making it a candidate is much better than stating it is the worst...

But thinking about the card now - I might be able to abuse it more effectively...

I should be able to have a decklist posted soon...

Is there any other card you think of that needs abusing...

"And great wall does a lot..."
 
N

Nightstalkers

Guest
Eiganjo Castle — Crap, not really worth using.

Tolaria — Are you serious? How many cards have banding?!

Teferi's Isle — It doesn't even work for the first two turns you put it out... and every couple turns you'll have it out of action anyways!

Rath's Edge — Someone needs to be shot. This card is awful! 1 dmg for 4 mana and dumping a land. I suggest a card burning.

Keldon Necropolis — Someone needs to be shot. 5 mana for 2 dmg and you have to give up a creature... I suppose it's okay, but would a burn deck even consider it? Basically it's limited to red too because of it's stupid added cost.
 
T

train

Guest
Teferi's Isle is actually pretty dangerous when you run it with Sands of Time and animate it, then add something like intruder alarm...;)
 
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