Lands withtout mana abilities? **Circuit Challenge**
Yes, that's right. This new challange is rather strange. What is it about?
Create a land that doesn't have a typical "tap to add mana" ability.
These lands haven't been printed in a long time (and for a good reason honestly, but I want to see what fun stuff we can do!). Some in-game examples would be:
Some further rules and whatever:
1st place: 4 faves and I will create a land dedicated to you + 1 Circuit Point
2nd place: 3 faves + 3/4 Circuit Point
3rd place: 2 faves + 1/2 Circuit Point
Honorable Mentions: +1/4 Circuit Point
Happy smithing! Or... terraforming?
Create a land that doesn't have a typical "tap to add mana" ability.
These lands haven't been printed in a long time (and for a good reason honestly, but I want to see what fun stuff we can do!). Some in-game examples would be:
Some further rules and whatever:
- Fetchlands don't count (includes cards like Fabled Passage, Evolving Wilds, Myriad Landscape, etc)
- Up to three entries per person
- One entry can be old
- Make your cards look pretty and correctly worded
- Judging around the 18th of April
1st place: 4 faves and I will create a land dedicated to you + 1 Circuit Point
2nd place: 3 faves + 3/4 Circuit Point
3rd place: 2 faves + 1/2 Circuit Point
Honorable Mentions: +1/4 Circuit Point
Happy smithing! Or... terraforming?
Comments
https://mtgcardsmith.com/view/deadly-tomb-2?list=set&set=57656
http://https//mtgcardsmith.com/view/shrouded-path
https://www.mtgcardsmith.com/view/pool-of-vitality-2
https://mtgcardsmith.com/view/training-outpost
1st place: @Jadefire's Pool of Vitality
I love this thing. It's exactly what you are looking for in a land that itself doesn't have a mana ability. It needs to ramp in another way or do something really cool. Pool of Vitality can ramp you and pretty well actually. I'd say this would deffinitely be a rare, since it's pretty flashy and can untap some really nice things. I first thought it might be a bit too powerfull, but I've come to the conclusion, it's balanced afterall. Strong bud balanced.
2nd place: @AboveAndAbout's Hidden Cove of the Conduit
I love the fact that you've introduced a new land type along the way and it actually makes sense. Energy can be powerful in some situations, expecially if you get a constant supply each turn, but that is again balanced by the fact that you are missing out on mana, when you play this. I am unsure on the addition of the tribal payoff, since it really limits the number of decks that would like to play this, but I like that it gives you some utility.
3rd place: @Obidiah's Grisbrake Countryside
Nicely formated, nicely designed, nice flavor. Just an overall nice card. The Mercenary mechanics on this are cool and stay "in character" for what the Mercenaries used to do in Magic (although Rebels were better at it). This card might be pretty powerful, if built around well, but it deffinitely doesn't fit into everything and that makes it balanced in my eyes. That and the fact, that it doesn't outright produce mana (which is the point of the challange anyways).
Honorable Mention: @CS101's Voz, the Floating Temple
Just a tiny bit away from being on the podium, I find this card quite intriguing. It's deffinitely powerfull (maybe a bit too powerful, I am not sure, that would require some playtesting), but I like the design, it's a land without a mana ability that can ramp you in an original way, which is cool. I like it.
Thanks everyone for their entries and I'd like to ask all of the winners to PM me about the cards they want to get faved (or if you don't really care and leave the choice to me). @Jadefire since you are the winner, I will design a land specifically dedicated to you, so please inform me along with the faves if there are any characteristics you would like your card to have. Circuit points from what I understand are not my worry, so I'll leave that to someone more competent than myself. And I believe that's all, so have a great day!