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YugDung
04-06-2005, 02:10 PM
Spirit Soil

Land - Creature - Spirit

At the beginning of your upkeep, [CARDNAME] deals 1 damage to target creature you control.

T: Add 1G to your mana pool.

0/1

GenericKen
04-06-2005, 03:15 PM
CC?

Given the lack of power and ad 0/1 body, I think giving it defender might be superfluous.


EDIT: Nevermind, I just noticed what forum this was in.

Overpowered and overdone. Man-lands are all the same, and 2 mana lands had better have some sort of serious drawback.

A vanilla 0/1 that produces 1 colored mana is already on par, given the exploit possibilities and the disposability in chump blocking in the late game.

YugDung
04-06-2005, 05:18 PM
No... it being a creature isn't a pro... it's a con.

Creature removal is common, whereas land destruction is not. This has a target painted on it.

Plus, it basically CIP's, because of summoning sickness.

I don't see this as overdone at all, personally. I've certainly never seen anything like it.

GenericKen
04-06-2005, 06:55 PM
They're so overdone that people don't even post it any more.

In theory, being an artifact land is also a drawback, but that worked out great, didn't it?

Litlfatdog
04-06-2005, 07:52 PM
i have to agree, i dont think there should ever be a "land creature" card, just like there shouldn't be an artifact enchantment or instant creature. the artifact land cards were fine by me, albeit poorly implemented.

keldon
04-07-2005, 02:07 AM
Spirit Soil
Land - Creature - Spirit
Defender
T: Add 1G to your mana pool.
0/1

No. Another! I was sure that Land Creatures were extinct...

shadowsword
04-07-2005, 05:20 PM
I personally like the idea of a creature-land, but they are incredibly hard to balance. Very Very hard. I'm sorry, but this is broken.

Guesswork
04-07-2005, 10:03 PM
I have nothing against the idea of creature lands, and I expect one day to see them in print. But, this particular creature land is not balanced. It's bad like artifact lands were bad, but worse. Artifact lands were bad because they made Affinity so darn cheap, and this advantage far outweighed the risks of playing them. This card makes all spells so darn cheap, it's really not even worth considering.

I got on the creature land craze back in the day (i.e. after Mirrodin was released), and I'm comfortable tooting my own horn in saying that many people found my particular breed of creature land to be the most balanced they had seen. (A 1/2 body that tapped for one mana of a particular color). I would argue that you need to go this route: rather than attempt to make a land that produces a sick amount of mana (always a bad idea, from every example R&D has to show us), make a land that is a functional creature.

It'll have summoning sickness, so it effectively comes into play tapped. You can't use it as both a mana producer and as an attacker or blocker in the same turn cycle. It can attack and deal damage, it can survive a Tremor. Asking much more than that is asking for trouble.

YugDung
04-08-2005, 12:55 AM
Made a large change which makes it very hard to play this in the early game, which is when it would be way too good.

Drakonis Mage
04-09-2005, 11:10 PM
No... just no. Manlands are a horrible idea imo, and the drawbacks are just too silly. =/

FrankTheTank
04-10-2005, 06:16 AM
I like the idea (unlike most of others, I see :) ), but they are right, it is still overpowered.
Personally, I would add "If this becomes a target of a spell or ability, sac it."
That would make all decks capable of removing it from the game, even decks without creature and/or land removal. You could simply cast Kodama's Might or similar on it and be rid of it; they would still lose a spell on your land, which isn't so bad, if you have something to draw cards with.
Maybe make it legendary, too; too many of these could be sick.

Provoke
04-10-2005, 10:00 AM
you need some sort of serious drawback if you want a land to give you 2 mana.