Subterfuge Revision : Lands

Discussion in 'Home Made Cards' started by Landkiller, Jun 12, 2001.

  1. Landkiller CPA Menace

    Lochs of Dread
    Land
    Lochs of Dread comes into play tapped.
    T: Add B to your mana pool.
    T: Add U or R to your mana pool and return Lochs of Dread to it's owner's hand.

    Town Hall
    Land
    Town Hall comes into play tapped.
    T : Add W to your mana pool.
    T : Add U or G to your mana pool and return Town Hall to it's owner's hand.

    Overgrown Battlefield
    Land
    Overgrown Battlefield comes into play tapped.
    T : Add G to your mana pool.
    T : Add W or R to your mana pool and return Overgrown Battlefield to it's owner's hand.

    Jungle Ravine
    Land
    Jungle Ravine comes into play tapped.
    T : Add R to your mana pool.
    T : Add G or B to your mana pool and return Jungle Ravine to it's owner's hand.

    Research Library
    Land
    Research Library comes into play tapped.
    T : Add U to your mana pool.
    T : Add W or B to your mana pool and return Research Library to it's owner's hand.

    --ok, I created the cycle based on the last version of Lochs.

    --------------------------------------

    Dustland
    Legendary Land
    T: Add 1R to your mana pool. This mana can only be spent to play red creature spells.
    RR, sacrifice a red creature, T : Dustland deals 3 damage to target creature or player.

    --I fixed this to be at an appropriate power level from Cateran's version. Colorless land damage is quite good, and Keldon Necropolis is a good model.
    --------------------------------------

    River of Souls
    Legendary Land
    Comes into play tapped and does not untap as normal.
    If River of Souls is untapped, whenever a creature is put into a graveyard from play, gain 1 life.
    If River of Souls is tapped, whenever a creature is put into a graveyard from play, lose 1 life.
    T : Add 2 to your mana pool.
    Remove a creature card in any graveyard from the game : Untap River of Souls.

    -- I put my own twist on this b/c I didn't like the original versions as much.
    -------------------------------------

    Steaming Caldera
    Land
    T: Add 1 to your mana pool
    T: Add R or U to your mana pool. Return Steaming Caldera to it's owner's hand.

    etc. for all opposing color combinations.

    -------------------------------------

    Place of Power
    Land
    T : Add 1 to your mana pool
    1, T : Each player may draw a card.

    -- I fixed this as recommended by someone.

    -------------------------------------

    Sewer of the Rat God
    Legendary Land
    B, T : Put a 1/1 Black Rat token into play.
    T, Sacrifice a Rat : Add BBB to your mana pool.

    -- This one I just made up.

    -------------------------------------

    Sheltered Vale -- OG by NeuroDeus
    Land
    When Sheltered Vale comes into play, return a land to your hand. Sheltered Vale comes into play tapped. While untapped, Sheltered Vale may not be the target of spells or abilities.
    Choose a color when Sheltered Vale comes into play.
    T:Add one mana of the chosen color to your mana pool.

    --Is not worded correctly. It may/may not be balanced now.

    -------------------------------------
    Nether Citadel
    Legendary Land
    Whenever Nether Citadel comes into play lose 1 life.
    Whenever any ceature becomes tapped, Nether Citadel deals 1 damage to it and it does not untap during it's controllers next untap phase.
    If you play a land, return Nether Citadel to its owner's hand.
    "A place of dread and terror"

    --I chose the name I liked most and the version of the card I liked most.
    --------------------------------------

    Hell's Garden
    Land
    T, pay 2 life : Add BG to your mana pool.

    Starlit Cemetery
    Land
    T, pay 2 life : Add BW to your mana pool.

    Boiling Springs
    Land
    T, pay 2 life : Add RU to your mana pool.

    Sacred Volcano
    Land
    T, pay 2 life : Add RW to your mana pool.

    Faerie Capital
    Land
    T, pay 2 life : Add GU to your mana pool.

    --These were all just made up.
    ------------------------------------

    Abyssal Prison
    Legendary Land
    T, Sacrifice a creature : Target creature is -X-X where X is equal to the power of the sacrificed creature.
    1, T, Sacrifice X creatures : Put X Labor counters on Abyssal Prison.
    T : Add X mana to your mana pool, where X is the number of Labor counters on Abyssal Prison.

    --Just made this up. This is maybe too broken, so speak up.

    ------------------------------------
    Athaneum (sp?)
    Legendary Land
    As you play another land, return Athaneum to your hand.
    During your upkeep, put a study counter on Athaneum.
    Remove three study counters from Athaneum, 1 , T : Draw a card.
    T : Add 1 to your mana pool.

    -- I gave this a colorless mana production, and added a colorless cost to it's ability. This makes it
    stronger, and I saw it as a bit weak.

    ------------------------------------

    Cleansed Shrine
    Land
    T : Add 1 mana to your mana pool.
    Tap three basic lands of the same type, T : Destroy target multicolored creature.

    --I did the opposite of the advice here. I rewrote to require mono-color to destroy multi color, rather than a multi vs.
    multi deck.

    ------------------------------------

    Bauble Mine
    Land
    As Bauble Mine comes into play, choose a color.
    T : Add 1 to your mana pool.
    T : Look at a random card from target opponent's hand.
    1, T : Add 1 mana of the chosen color to your mana pool and choose a different color.

    --I strengthened this card.

    ------------------------------------

    Snow Globe
    Land
    T : Add 1 to your mana pool.
    U, T : Tap target red creature or Mountain.

    ------------------------------------

    Glacial Aviary
    Land
    T : Add 1 to your mana pool.
    T : Target Penguin gains flying until end of turn.

    --This will be cut, since I presume there are not many Penguins.

    -----------------------------------

    Mythical Ruins
    Land
    When a permanent you control leaves play, you may sacrifice Mythical Ruins.
    If you do, draw a card.
    T : Add 1 to your mana pool.

    --Is this playable?
    -----------------------------------


    Marsh Extractors
    Land
    As Marsh Extractors comes into play, you may add BB to your mana pool.
    You can't play Swamps.
    T : Add B to your mana pool.

    Illicit Academy
    Land
    As Illicit Academy comes into play, you may draw 2 cards.
    Whenever you cast a Blue spell, discard your hand.
    Tap: Add U to your mana pool.

    Quaking Hills
    Land
    As Quaking Hills comes into play, you may have Crisis Hills deal 2 damage to target creature or player.
    Whenever you cast a Red spell, Crisis Hills deals 1 damage to you.
    Tap: Add R to your mana pool.

    Monster's Territory
    Land
    As Monster's Territory comes into play, you may put a Green creature from your hand into play under your control.
    You can’t play Green creatures.
    Tap: Add G to your mana pool.

    Hall of Ceremonies
    Land
    As Hall of Ceremonies comes into play, you may choose to gain 3 life.
    You may only cast 1 White spell each turn.
    Tap: Add W to your mana pool.

    --I renamed some of the above lands, and modified Illicit Academy.

    ------------------------------------------

    Rotting Fields
    Land
    As Rotting Fields comes into play, sacrifice a swamp.
    When a black creature you control deals combat damage to a player, that player chooses and discards a card from their hand."
    T: Add B to your mana pool. This mana may only be spent to play creature spells.

    Illusionary Palace
    Land
    As Illusionary Palace comes into play, sacrifice an island.
    When a blue creature you control deals combat damage to a player, you may draw a card.
    T: Add U to your mana pool. This mana may only be spent to play creature spells.

    Inquisitor's Tower
    Land
    As Inquisitor's Tower comes into play, sacrifice a plains.
    When a white creature you control deals combat damage to a player, that player sacrifices an enchantment.
    T: Add W to your mana pool. This mana may only be spent to play creature spells.

    Forgotten Cabin
    Land
    As Forgotten Cabin comes into play, sacrifice a forest.
    When a green creature you contol deals combat damage to a player, you may search your library for a basic land card and put that land into play. Then shuffle your library.
    T: Add G to your mana pool. This mana may only be spent to play creature spells.

    Conquered Township
    Land
    As Conquered Township comes into play, sacrifice a mountain.
    When a red creature you contol deals combat damage to a player, that player sacrifices a land.
    T: Add R to your mana pool. This mana may only be spent to play creature spells.

    --All of the above cycle of lands were very powerful, and have been downgraded.

    ----------------------------------------

    Flight of Stairs
    Land
    T:Add one colorless mana to your mana pool.
    When Flight of Stairs comes into play, pay 3 or sacrifice Flight of Stairs. During your upkeep choose a tapped land in play with no Lost Counters on it and put a Lost Counter on that land.
    Land with Lost Counters may not untap as normal. If Flight of Stairs has a Lost Counter on it destroy it and remove all Lost Counters from all lands.

    --This version is a bit worse, but still perhaps too good.

    ---------------------------------------


    Hidden Cave
    Land
    G, T : Target creature you control does not deal or recieve combat damage this turn.
    T : Add 1 to your mana pool. You may return Hidden Cave to it's owners hand.

    -- I changed this a bit.

    ---------------------------------------

    Emmei Tribe Village
    Land
    During your upkeep pay X or sacrifice Emmei Tribe Village and it deals X damage to you.
    X, T : Put a 1/1 Villager token into play. Put a Exile counter on Emmei Tribe Village.
    When a Villager token comes into play, choose a color, and the Villager token becomes that color.
    X is equal to the number of Exile counters on Emmei Tribe Village.
    "Who will be voted off next?"

    --This was changed.

    --------------------------------------


    Unstable Valley
    Land
    T: Choose target non-land, untapped permanent you control. Add one mana of the color of the chosen permanent to your mana pool. Tap the chosen permanent."

    --Slight edit.

    --------------------------------------

    Rice Fields
    Land
    Rice Fields does not untap as normal.
    T:Add UU to your mana pool.
    0:Untap Rice Fields. Use this ability only if Rice Fields was tapped during an opponent's turn and only once each turn.

    --I changed the spirit of this card a lot, but it seemed a little basic to me.

    --------------------------------------

    Quicksand Maelstrom
    Land
    When Quicksand Maelstrom leaves play, lose 2 life.
    T: Add 1 to your mana pool.
    T: Target creature loses either First Strike, Haste, or any landwalk until end of turn.

    --I changed flying loss to haste loss.
    --------------------------------------

    Illusionary Maze
    Comes into play tapped.
    T : Add 1 mana to your mana pool.
    T, Return Illusionary Maze to your hand : Untap target attacking creature. That creature neither deals nor recieves combat damage this turn.
    --------------------------------------

    Drifitng Tumblweeds
    Land
    Drifting Tumbleweeds comes into play tapped.
    T: Add W to your mana pool.
    W: Regenerate

    Wayward Isle
    Land
    Wayward Isle comes into play tapped.
    T: Add U to your mana pool.
    U: Regenerate

    Sinking Marsh
    Land
    comes into play tapped
    T: Add B to your mana pool .
    TB, sacrifice Sinking Marsh: Destroy target land that can produce white mana.

    Mold Coverings
    Land
    Mold Coverings comes into play tapped
    T: Add G to your mana pool.
    TG, Sacrifice Mold Coverings: Detroy target land that can produce blue mana.

    --This mini-cycle is fine by me

    -------------------------------------

    Muddy Battlegrounds
    Land
    Muddy Battlegrounds comes into play tapped.
    4T: Each player skips his or her next combat phase. Return two lands to your hand.

    --I added a penalty, b/c this seemed quite broken.
    -------------------------------------
    Dragon Breeding Ground
    Land
    Comes into play with 5 breeding counters.
    1, remove counter: add one mana of any color.

    --fine
    -------------------------------------

    Ancient Homeland
    Legendary Land
    Rare
    When Ancient Homeland comes into play, each player chooses a different creature type in turn order, beginning with the next player.
    Tap : add 1 to your mana pool.
    Tap : all creatures of the chosen types get +1+1 until
    end of turn.
    Our Home!, Our People and Our Victory! --Captain Caveman

    -- I made this more fun, but a little worse in some situations.
    -------------------------------------
    Diamond Mine
    Land
    T, choose a creature you control: ~this~ deals
    1 damage to that creature then add one mana of
    any color to your mana pool. Play this ability only during your precombat main phase.
    --I made this less flexible.
    -------------------------------------
  2. FoundationOfRancor The Gunslinger

    Lochs of Dread Cycle
    Looks fine by me.

    Dustland
    This card is really restricitve, but ok...

    River of Souls
    I think the original is less wordy, more playable, and less confusing. But not by much...I'll settle with Landkillers version.

    Steaming Caldera and Cycle
    We should end right here.
    A) Were not having Enemy-Ally colors
    B) There are already Tri-Lands.

    Place of Power
    Excellent. Some people may want to add a CIPT clause, but I think its fine now.

    Sewer of the Rat God
    I suggest calling this card Rat Sewers...
    The activation cost for the Rat token thing should be at least 1BB.

    Sheltered Vale

    Sheltered Vale Beta -- OG by NeuroDeus
    Land
    Sheltered Vale comes into play tapped.
    As Sheltered Vale comes into play, return a land to your hand and choose a color. While untapped, Sheltered Vale may not be the target of spells or abilities.
    T:Add one mana of the chosen color to your mana pool.

    That seems pretty good...

    Nether Citadel
    Make the creature dmg ability read, "Whenever any ceature becomes tapped, Nether Citadel deals 1 damage it. That creature does not untap during its controllers next untap step.

    Hell's Garden, Starlit Cemetery, Boiling Springs, Sacred Volcano, Faerie Capital
    There pretty intresting, but again the colors. We should def save these for a later set though.

    Abyssal Prison
    My take on this:

    Abyssal Prison Beta
    Legendary Land
    T, Sacrifice a creature : Target creature gets -X-X, where X is equal to the power of the sacrificed creature.
    3, T, Sacrifice X creatures: Put X Labor counters on Abyssal Prison.
    T:Add X mana to your mana pool, where X is the number of Labor counters on Abyssal Prison. Remove all counters on Abyssal Prison.

    ...This one seems pretty good to me.

    Athaneum
    "When you play a land, return Athaneum to your hand."
    Other than that, its good.

    Cleansed Shrine
    I like this new take on it, but three lands is way to much. Two lands is a better idea I think.

    Bauble Mine
    This is REALLY good...I cant think of a way to make it balanced without making it suck. Ideas?

    Snow Globe
    Ok.

    Glacial Aviary
    This is cool...your right though, theres not that many penguins in the set. Unless you wanna go through and suggest penguin type for excisting blue cards, or make a helluva alot of penguin cards, this should be cut.

    Mythical Ruins
    Make the leave play ability give you two cards, and only if you pay 1.
    "When a permanent you control leaves play, you may sacrifice Mythical Ruins and pay 1.
    If you do, draw a card. "


    Marsh Extractors
    Is this possibly a balanced Dark Ritual? Maybe, maybe.
    I like it.

    Illicit Academy
    This would be used as a simple card drawer in every non-blue deck possible.
    "You may only play Illicit Academy if you control at least one island"

    Quaking Hills
    This should deal 1 dmg. I suggest we cut this, since we do have Dustland.

    Monster's Territory
    Change to "You cant play creatures"

    Hall of Ceremonies
    Should come into play tapped.

    Rotting Fields, Inquisitor's Tower
    Cut the Sacrifice land and the mana producing abilities.

    Illusionary Palace, Forgotten Cabin, Conquered Township Cut the mana abilties, and change all the sac land things to "Sacrifice a land"

    Flight of Stairs
    Can someone for the lack of god give this a different name!!!!!!!!!!!
    I dont understand how it itself can have a lsot counter on it. Should the lost counter ability be open to both players during their upkeep?

    Hidden Cave
    Seperate the last ability into two:
    T: Add 1 to your mana pool.
    0: Return Hidden Cave to your hand.
    If we do that, this needs to come into play tapped.

    Emmei Tribe Village
    Cut anything that has to do with Exile counters...other than that good.

    Unstable Valley
    Cut.

    Rice Fields
    This card is ok...I think its kinda broken though.

    Quicksand Maelstrom
    Ok.

    Illusionary Maze
    Excellent card...perhaps the CIPT isnt even needed?

    Drifitng Tumblweeds, Wayward Isle, Sinking Marsh, Mold Coverings
    Ok.

    Muddy Battlegrounds
    The new drawback looks good.

    Dragon Breeding Ground
    Cut.

    Ancient Homeland
    Good, but reword too:
    "When Ancient Homeland comes into play, each player chooses a creature type"

    Diamond Mine
    Cut.

    Excellent job Landkiller! Im SO sorry you had to do this over!

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