The Last Homely House
The Barrow-Downs => The Multiverse => Lorwyn => Topic started by: TheJord on December 21, 2008, 03:52:31 PM
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So... I was thinking that I should do a Magic DC set.
My DC set will be based upon the land of Gurthaz. Gurthaz was once a land of skilled trades and crafts, until bitter rivalries turned these skilled artisans to one trade - death. Now the Planeswalkers use these lands to continue their own grand struggle for power.
Theme's for my colours, I am still working on it. I think (U) will have a naval feel, whilst (G) will be more heavy duty stuff, and (B) more of a terrorist feel.
First of, we need special lands
Gurthaz Channel
Land
(T): Add (U) to your mana pool
[1](U)(UT): Add (B) to your mana pool.
This land cannot be tapped again this
turn
Gurthaz Harvester
Land
(T): Add (W) to your mana pool
[1](W)(UT): Add (G) to your mana pool.
This land cannot be tapped again this
turn
Gurthaz Rig
Land
(T): Add (B) to your mana pool
[1](B)(UT): Add (G) to your mana pool
This land cannot be tapped again this
turn
Gurthaz Furnace
Land
(T): Add (R) to your mana pool
[1](R)(UT): Add (W) to you mana pool
This land cannot be tapped again this
turn
Gurthaz Mill
Land
(T): Add (G) to you mana pool
[1](G)(UT): Add (B) to your mana pool
This land cannot be tapped again this
turn
Ok, so Gurthaz lands have dual purpose. Play them for the mana you want, and untap them for the mana you need. As you can see the colours are typically opposed, so I am going to follow the Eventide set a little bit in hybrids. As Gurthaz had so mnay skilled trades and crafts, combinations will form strange contraptions.
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The colors are not really opposed. Blue and black are allied colors. I like the idea of the lands, however, I think they may be too abusable by control decks, since they can be UNTAPPED for mana as soon as they come down and be tapped (and untapped) again during your opponent's turn. I think I'd require a different color of mana than the one the land produces to untap it, to at least make players go through some hoops to abuse them.
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Mana Reflection or something similar also seriously jacks them up, methinks. Pretty sure that would allow for infinite mana.
Tap: Add (G)(G).
Use one (G), Untap: (B)(B)
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How could I limit them?
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I'm not sure, all my ways are too wordy.
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I've added [1] to the untap cost... makes them a little less abusable.
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Gurthaz Guild
Legendary Land
When Gurthaz Guild comes into
play, search your library for a basic
land and put it into your hand
[1](T): Add any colour mana to
your mana pool
[5](T):Add (W)(U)(B)(R)(G) to
your mana pool
This one seems to encapsulate the idea that the Guild represents all the aspects of Gurthaz culture... but to make it Legendary it feels like it needs something more... any suggestions?
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I think this card is good. You've got color fixing, yet the land produces no mana on its own. So you can have whatever color you want, but it sets it back a turn. I see Urborg, Tomb of Yawgmoth possibilities, though, so if its not Legendary, it could become a broken Black Mana or Mana Converter that would rock. I would possibly do a Flagstones of Trokair play with any basic land (CIP tapped, of course) if you want some more zing.
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It's Shimmering Grotto, made worse. I think it could go a long way in improving, specially being a legendary land!
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Taking some advice from NB and FM's comments, I've added some spice to the land. Colour fixing and fetching makes me think it is balanced.
I will post some creatures soon
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Ugh. I don't really like that ability. Its now OP. If you make it when it leaves play, though, it serves as a chance to hose LD, or bash two together, but not give you a freebie to hand. Make you have options to work with it a little.
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I still PROBABLY would never use the last ability, and it IS legendary, so I'm not sure I'd play it, but I guess it justifies the deck space as it is, at least you get a "fixer". However, I'd let it tap for colorless, otherwise it's TERRIBLE.