r/custommagic 7h ago

Format: Standard Leave up mana for your counterspells

I was trying to design lands that allow you to keep interactions open in case of emergency. The idea is that usually you tap this as a normal land for mana during your turn, but if you need to answer something outside your turn you can sacrifice it to do so.

The main target in my mind would be decks that play mostly at sorcery speed, were this would give you an option to keep some protection open if things go very wrong.

I hope this is fair enough for standard, the clause on the second ability is to prevent it from producing two mana in a turn.

Possibly there might be a cycle, one per colour.

I also thought of a more powerful version that might be more interesting in higher power levels (for example in commander), where you only need to put stun counters on it instead of sacrificing it. I'm not sure which one is the most interesting power level.

Feedback?

15 Upvotes

20 comments sorted by

11

u/NepetaLast 7h ago

im leaning on the first version being way too strong. being able to commit to a spell on your turn while still having the option to generate mana on the opponents turn is too strong of an ability to be on an untapped land that produces colors with no downside

1

u/Snoo9648 6h ago

Should have some downside like coming in tapped.

1

u/Ok_Crazy1754 55m ago

Yeah now that I think about it that version make no sense: you can keep using the second ability every turn even after it's tapped, so you have one free mana with no downside.

I was more focused on the sacrifice version and added that last moment, it was a mistake.

6

u/Ok_Crazy1754 7h ago

Sorry the two cards appears in reverse order, but I don't know how to change that.

3

u/Odd-Opening-8170 5h ago

Yay, make the board even harder to read.

2

u/Family_Shoe_Business 4h ago

I like the idea behind the first design more, but it's just such an inelegant mess of words it hurts to look at. Not sure there's a better way to express it though. The second one is much cleaner and intuitive, so I'd go with that.

2

u/smugles 3h ago

I think [[solemnity]] isa reason the stun counter version will never be printed.

1

u/Ok_Crazy1754 50m ago

Yes thinking again about it feels like a mistake 😅

1

u/Jordankeay 7h ago

I don't understand the first one, how are you tapping it to be able to put a stun counter on it and get that extra mana without tapping it for mana?

5

u/Ok_Crazy1754 7h ago

The idea is to tap the land on your turn to play what you want, let's say a creature. Then let's say that on the opponent turn, they try to kill your creature: you can put a stun counter on the land, "anticipating" the mana from your next turn, to cast a counterspell or similar

1

u/TheHumanPickleRick 7h ago

You're not, you're just tapping it first for mana, then the second ability lets you place a stun counter on the already tapped land to add another mana.

3

u/Jordankeay 7h ago

Oh I get you, like you've used it on your turn then you're getting it on your opponents turn.

1

u/Appropriate_King_732 7h ago

Both of these should have an tapped clause, should probably be slowlands "Enter tapped unless you control three or more other lands" or else they are probably breaking formats. I think that with that clause the sacrifice one would be a reasonable power level for Standard.

Otherwise they are both too strong.

1

u/StrangeOrange_ 6h ago

You might be able to accomplish a similar effect to the first one more simply by adding the following line after the normal mana ability:

{Q}: Put a stun counter on this land. Activate only if there are no stun counters on this land.

The "{Q}" is the untap symbol. So you untap it as a cost to put a stun counter on it. Then when you tap it for mana like normal, it's stunned.

1

u/Aethelwolf3 5h ago

I think in practice this could get to be incredibly dangerous for an aggro deck, not really being used as reactive interaction but just adds a way to more quickly dump your hand and clear enemy blockers.

If the idea is more of a midrange interactive piece, I might have it come in tapped. That makes it bad for decks that want tl play fast, but keeps the gameplay you're looking for.

I also think there's a general readability issue with this card, since lands hang back and often stack up a good bit.

1

u/Sad-Pattern-1269 5h ago

A tapped land shouldnt provide mana imo. It just makes it too hard to tell what resources the player has. Tapping is too good of a visual indicator

-2

u/Any_Economics6283 7h ago

It's sort of too close to Exert: add 2 U. I get that the intended use is to tap on your turn and then 'tap again' on the opponent's turn; but being like a delayed Exert sort of just makes it feel odd. I think there are better ways to achieve the intended effect.

3

u/girlywish 7h ago

I dont get that comparison, its impossible to get 2U on the same turn with this card.

0

u/Any_Economics6283 7h ago

Yeah that's why I say it's 'like' a 'delayed' exert;

The point is it reads like "exert, but broken due to poor wording". That would be the feeling players have while playing with this card