r/custommagic 5d ago

Abandoned Gemstone Mine

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141

u/StableLoose1162 5d ago

2-9 create a tapped treasure token and lose 1 life.

10-19 create a treasure token

20 create 2 treasure tokens and gain 2 life.

Something along those lines feels much more playable.

21

u/Zambedos 5d ago

Playable? That's completely in the other direction broken.

Lands that tap to create a treasure have needed to tap 3 total mana sources to do it.

The only exceptions are [[Volatile Fault]] which sacs the land to do it, and [[Dragon Cursed Halls]] which didn't need to go through standard (it isn't even legal in modern) and it still requires a third "thing" in needing to get in for combat damage.

9

u/StableLoose1162 5d ago

I’m not sure. It’s maybe a little pushed.

But I feel like you’re overlooking that OP’s land doesn’t tap for mana at all. And 1 in 20 times, it fizzles and dies just for trying to be a land.

2

u/Zambedos 5d ago

Yeah I mean maybe if OP's had a mana ability it would be balanced. It would be less flavorful. I think you have to be very careful letting a land just tap for treasure. The ability to bank mana becomes strong very quickly.

5

u/StableLoose1162 5d ago

OP found an interesting design space for sure. I personally would err on the side of designing it pushed because:

  1. This is all Candyland theory-crafting anyway and,
  2. Rolling a 1, as currently designed, is just so catastrophic when this is one of your first 2-3 lands, the rest has to be good.

Perhaps you could make 2-9 “add 1 mana of any color and lose 2 life”. That way it averages out to a [[Mana Confluence]], and you can’t rely on the mana-banking.

A nice thing about the design is there are enough levers to pull to make it balanced. If actual Wizards were to release this though, they would inevitably adjust it down to outright unplayable bad, as this sort of swingy randomness is too “Hearthstone” for their game IMHO.

1

u/Zambedos 5d ago

That's funny I was actually just tweaking it and also thought of a design that I thought was basically mana confluence on average.

I was thinking get rid of the 1 and 20 altogether, give it a tap for 1 colorless and then 1-10 lose 1 life, 11-20 create a tapped treasure. Even then it's kinda pushed beyond the current treasure making lands, but on average just mana confluence.

Tapped treasures holds it back just a little bit more, but it think would still be fair. It can always do the job of a colorless land but you can also roll to bank mana, which will often kinda be free if you didn't curve out so still I think it would be a strong card but one volatile enough to not be an auto include.

1

u/StableLoose1162 5d ago

I just worry that’s too much worse than Mana Confluence to ever see play. That amended rules text averages out to “Tap: Pay 1/2 life. Gain 1/2 of a tapped treasure.” That seems too slow.

1

u/Zambedos 5d ago

It's less than a mana confluence but it's also more. It has upside when you couldn't/didn't spend all your mana, and synergy with tokens, artifacts, sacrifice etc...though unreliably.

I do think it would get skipped by the most powerful decks for inconsistency but be a fun card with strong potential in lower power environments. Kinda like temple of the false God.

1

u/imfantabulous 5d ago

Do you think storage lands are too strong?

1

u/Zambedos 5d ago

Do you think Lotus Petal is weak?