Showing posts with label getting U from a stone. Show all posts
Showing posts with label getting U from a stone. Show all posts

Monday, September 16, 2013

A Layperson's History of Getting {U} from a Stone, Part 4, Part II of II

For the past few weeks, I've been idly speaking about artifacts (and lands) in Magic's history that give mana of any color. Some of those colorless cards give you mana, but attach a high cost to each of their uses. Some are more forgiving. In this final installment, I get to talk about some of my favorites.


Forbidden Orchard straight-up gives an opponent a 1/1 creature. A creature with a strong tribal type no less. Is one mana worth giving your opponent another body? As someone who's died to a 1/2 Hunted Ghoul, I have my doubts. Those who've never suffered that fate may disagree.

Monday, September 02, 2013

A Layperson's History of Getting {U} from a Stone, Part 4, Part I of II

For the past few weeks, I've been idly speaking about artifacts (and lands) in Magic's history that give mana of any color. Some give a few mana up and then sacrifice themselves, some convert generic mana or life into the color of mana you need, and others can produce mana of any color, but usually don't, or restrict how you can spend it.

Because generating mana of any color is so powerful and because lands are so cheap, the drawbacks and conditions for those types of lands are widely varied and quite unpredictable. Almost wild, really. 


In each Magic game, you have a total amount of mana you generate between each of your untap steps. If there's a land that isn't tapped when you start your turn, it's wasted potential (mostly). The goal is to have a progression of mana that you've used every turn until you've won. If you stall at four lands, that total for the first five turns looks like 1+2+3+4+4. By that fifth turn, your first land has given you five mana.

If you have Undiscovered Paradise in your hand, you're going to have to decide at some point whether to play a land that's going to churn out mana every turn or play UP again to cast a spell now and face the same dilemma next turn. Undiscovered Paradise doesn't cost you one land drop or one mana, but one mana every turn you have to replay it. If you tap it for a color of mana you can already produce, it's even more futile.

Monday, August 12, 2013

A Layperson's History of Getting {U} from a Stone, Part 1

So, last week I talked about an artifact that let other artifacts made colored mana, on the condition that they had that color. There are over 100 artifacts that are colored (most of them White, Blue, and Black because colored artifacts were released as the mechanic for the white, blue, and black faction in Alara), so it's a workable niche.

I often research my designs so I can understand templating and power levels. I ended up looking at the interesting methods that lands and artifacts have used to give players mana throughout the history of Magic.

Hated as they are, these cards have seen more nerdboners than anything should ever have to.

The grandaddy of them wall was the Black Lotus. The Moxes were up there too. The theory behind the lotus, based on conjecture, is that it's only one-use, so it's not that bad. However, dropping a four-mana anything on turn one is a really big benefit. It might be a card advantage issue, where you're effectively discarding a card for three mana (even Dark Ritual makes you pay B for that), but it's still a bargain. I can't even begin to defend the moxes, which are basically lands you can play all at once that hate Nevinyrral's Disk and Shatter.