L
Landkiller
Guest
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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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Snow Globe
Land
T : Add 1 to your mana pool.
U, T : Tap target red creature or Mountain.
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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.
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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?
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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
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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.
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Dragon Breeding Ground
Land
Comes into play with 5 breeding counters.
1, remove counter: add one mana of any color.
--fine
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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Snow Globe
Land
T : Add 1 to your mana pool.
U, T : Tap target red creature or Mountain.
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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.
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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.
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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.
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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.
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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.
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Dragon Breeding Ground
Land
Comes into play with 5 breeding counters.
1, remove counter: add one mana of any color.
--fine
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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.
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