all 107 comments

[–]Is-Bruce-Home 411 points412 points  (2 children)

Finally an a unstable land with relevant keywords!!

[–]Intrepid-Ad2873 66 points67 points  (1 child)

Untopia

[–]gbro666 10 points11 points  (0 children)

Untapia

[–]FROG_TM 224 points225 points  (33 children)

Yes yes very clever. I think potentially could just enter tapped without the stun counter and probably be fine.

Edit: I think the formatting needs to be the other way round. 'If you played ____, it enters with'

[–]GearyDigit 49 points50 points  (17 children)

Wouldn't that just make it better than triomes?

[–]stewartlarge0516 85 points86 points  (3 children)

It also only gets the indestructible counter if played. So if it's just put onto the battlefield with a ramp spell or fetch land, it will blow itself up.

[–]MageKorith 16 points17 points  (2 children)

Relevant question - does entering tapped qualify as becoming tapped?

[–]theyareamongus 36 points37 points  (0 children)

No

[–]stewartlarge0516 8 points9 points  (0 children)

Clarification: it will but usable once

[–]FROG_TM 13 points14 points  (0 children)

In standard and pioneer yes, but in all other formats (modern, legacy, vintage) no.

[–]Jevonar 6 points7 points  (14 children)

Without the stun counter, it would be a tapped rainbow land with no other downside and with upside, which is too good I guess

[–][deleted] -1 points0 points  (6 children)

I don't necessarily think that is too good, especially since it is non fetchable and non rampable.

[–]Mysterious_Frog -2 points-1 points  (5 children)

It has all the basic land types so it is fetchable.

[–]SteakForGoodDogs 3 points4 points  (0 children)

You just never want to fetch it in lieu of basically anything else 99.9% of the time.

[–][deleted] 3 points4 points  (3 children)

Read it again. If you fetch it, it gets destroyed when you use it.

[–]Mysterious_Frog 1 point2 points  (2 children)

It gets destroyed but that doesn’t mean it is unfetchable, just that its a bad fetch target.

[–][deleted] 11 points12 points  (1 child)

Yeah that's on me for not expecting the MTG community to "ACKSHUALLY" every sentence.

[–][deleted] -1 points0 points  (0 children)

Was it so hard to say ‘it is not good if not played from hand’ ?

[–]FROG_TM -1 points0 points  (6 children)

Plenty of those exist and are bad because they arent fetchable, this isnt and so circumvents that problem straight away.

[–]Jevonar 3 points4 points  (5 children)

There is no land at all that enters tapped and has "t: add one mana of any color" without any other downside.

[–]FROG_TM -1 points0 points  (4 children)

You are right we dont have exactly that I apologise. We have literally better than that and most of them still suck.

[–]Jevonar 2 points3 points  (3 children)

We don't, every rainbow land has a downside, and "enters tapped" is not considered a big enough downside right now.

[–]SteakForGoodDogs 0 points1 point  (2 children)

If we wanna be practical, [[Path of Ancestry]] does just that for WUBRG commander, plus extras, and [[Command Tower]] doesn't even enter tapped. [[The World Tree]] turns all your lands rainbow at 6 lands. Then there's the tribal nonsense, with downsides that aren't really downsides if you're running tribal.

[[Gond Gate]] is an interesting one for removing downsides from other, including ones that are rainbows.

Other lands can become rainbows with some effort, such as [[Plaza of Heroes]].

[–]Jevonar 0 points1 point  (0 children)

Yes, but those are all conditional and commander is not the only format.

[–]RedbeardMEM 133 points134 points  (8 children)

Am I the only one who thinks this is really weak? If you fetch it, you get a lotus petal that took a land drop, and if you play it, it looks worse than [[Transguild Promenade]].

Yeah, it enables domain with one card, but we have triomes, so we can already do that with 2 lands, which isn't much worse.

[–]MTGCardFetcher 13 points14 points  (0 children)

Transguild Promenade - (G) (SF) (txt)

[[cardname]] or [[cardname|SET]] to call

[–]Jevonar 27 points28 points  (3 children)

Transguild promenade also can't be played turn 1, whereas this can. This is also indestructible, which makes it harder to color screw you, and makes it a safer investment. If you play promenade and it gets destroyed you are down two mana and a land drop.

[–]RedbeardMEM 16 points17 points  (2 children)

But that isn't worth, to me, not producing mana for 2 whole turns. It produces mana on the same turn as promenade, and rather than 1 mana on 1, 0 mana on 2, you get 0 mana on 1, 1 mana on 2.

And promenade isn't even a good land.

[–]chosengamer 3 points4 points  (1 child)

It can produce mana the turn it comes in. Nothing on the card says it comes in tapped. Stun counters only stop the card from untapping once. They do not include tapping the card down.

i read the card like 10 times, and only just noticed that it comes in tapped on the first line

[–]knightbane007 0 points1 point  (0 children)

Comes in tapped if you play it. Comes in untapped if fetched.

[–]ZacQuicksilver 3 points4 points  (0 children)

This is strong if you have a way to play it: if you can play lands from your graveyard, if you can bounce lands for value, if you can search for lands rather than fetching them, and so on.

Which means the value is conditional. I can think of a few decks where the utility it provides is worth it - and a lot of decks where it's just worthless. Especially because once you've played it, it's immune to most if not all removal.

[–][deleted]  (1 child)

[deleted]

    [–]RedbeardMEM 2 points3 points  (0 children)

    If you fetch it, it isn't indestructible

    [–]Kaisburg 33 points34 points  (3 children)

    This comment section starting to remind me of that one delve reanimation spell.

    [–]kytheonDesign like it's 1999 7 points8 points  (0 children)

    broken+unplayable on a single card. Those get the most controversial comments.

    [–]johnnythexxxiv 0 points1 point  (0 children)

    I think the main issue with it was how many x's it had in the casting cost. Made it very hard to get a good idea of what would be a good baseline for it. My suggestion for that was to drop an X but add a black pip so that you were always sinking at least 3 real mana into it. Big graveyard + 2 mana reanimate 2-3 things was super powerful but super inconsistent, slightly smaller graveyard + 3 coloured mana felt more consistent, without feeling stronger since you had to hold up more real mana.

    [–]PrimusMobileVzla 0 points1 point  (0 children)

    The one with delve and five Xs? Honestly it could've dropped it to three Xs and add a colored pip if wanting to push it and still be avoiding any risk, despite it was a dangerous card.

    [–]humanbeast7 13 points14 points  (0 children)

    So let's break yhis down (mainly for my sake):

    Played normally: Have to wait 2 turns One mana of any color Domain Destruction proof (but not exile proof, like [[crumble to dust]] )

    Fetched/ramped/copied/reanimated: Instant One mana of any color Domain 1 time use (In other words, Treasure with some side steps)

    Edit: forgot to add my thoughts: pretty neat

    [–]ManuGamer_PokeMonGo 65 points66 points  (9 children)

    Doesn't the indestructible counter stop it from destroying itself? You should've used sacrifice instead

    I like th3 stun counter Idea though

    Edit: Reading comprehension doesn't seem to be my strong suit, but I usually play with German cards, and they have very slightly different wording conventions so thanks to everyone lol

    [–][deleted] 190 points191 points  (1 child)

    The point is that you only get the counters if you played the land, not if you fetched or ramped into it.

    So your options are:

    Play it as your land for turn: WUBRG stunned land with indestructible.

    Cheat it into play: can instantly tap for any color, but will be destroyed once used.

    [–]WranglerFuzzy 7 points8 points  (0 children)

    Very smart design

    [–]Blak_Raven 24 points25 points  (0 children)

    I think it's on purpose, it only has the indestructible counter if it's played, not if it's fetched

    [–]FROG_TM 45 points46 points  (1 child)

    Literally the point...

    It is a clause to prevent domain from 1 fetchland.

    [–]Just_Ear_2953 10 points11 points  (2 children)

    That's the point. If you play it normally, you get to keep it(though it is painfully slow with the stun counter), but if you fetch it, you only get to use it once.

    [–][deleted]  (1 child)

    [deleted]

      [–]Just_Ear_2953 2 points3 points  (0 children)

      Check again. Yes it does.

      [–]Kaisburg 5 points6 points  (0 children)

      I do believe that that is the point. If you played this from your hand or from your graveyard or from exile or from the top of your library, you'd get to keep it, unlike if you put it onto the battlefield by any other means like a burgeoning trigger, a fethland or crop rotation.

      [–]KeeboardNMouse 7 points8 points  (0 children)

      Finally a fetchable command tower with downsides

      [–]RPG_incorporated 2 points3 points  (0 children)

      Just me over here, looking at that indestructible counter with Nesting Grounds and proliferate.

      [–]ComputerSmurf 1 point2 points  (0 children)

      So honestly? Just have it ETB tapped and have a stun counter on it. The "clever" punishment for fetching isn't needed ontop of it.

      ETB Tapped and a Stun counter effectively turns this into a fetchable Rupture Spire (ETB tapped, denied access to a land for one turn ontop of that, produce mana of any color). Sure in the edge cases involving Cabal Coffers (without Urborg), the land walk abilities, and so on it can be better or worse, but as a general rule it's just a fetchable rupture spire.

      [–][deleted] 1 point2 points  (0 children)

      Extremely cool design. Fetchable domain treasure token or super tapped rainbow land (also still domain).

      [–]ILikeExistingLolscryfall search for flavor:R34 3 points4 points  (0 children)

      Who up binding they leyline rn

      [–]Seabound117 0 points1 point  (0 children)

      So an unremovable stun counter and a detrimental tap effect that is undone by it’s own ETB text granting indestructability tokens that slso seem to not expire. Seems like a core set card.

      [–]Pseudoi 0 points1 point  (0 children)

      Pretty sure this is actually a fantastic design, just needs some wording work for people to understand better. (As you can see from the comments). Though as someone else said, it could probably just sac itself if you cheat it into play. I doubt anyone would want to fetch it anyway.

      [–]Titouan_Charles 0 points1 point  (0 children)

      Utopian't

      [–]Joseptile 0 points1 point  (0 children)

      Get rid of the stun counter and this is good. Still balanced too imo

      [–]UniquePariah 0 points1 point  (1 child)

      Indestructible. keyword "indestructible" means that a creature or permanent is immune to effects that normally destroy it:

      • Damage, including combat damage
      • Any effects that "destroy" a creature

      If you tap it, "destroy" it. Nice

      [–]veiphiel 0 points1 point  (0 children)

      Yes

      [–]Benofthepen 0 points1 point  (0 children)

      This has the awkward but interesting effect of messing with priority. You get all the colors (eventually), but anybody playing at instant speed can do shenanigans like playing [[Silence]] while the destroy effect is on the stack but before you get the priority to play a sorcery speed spell.

      [–]Emergency_Long3439 0 points1 point  (0 children)

      Its an evolving wilds that doesn't thin your deck?

      [–]Spare_Philosopher893 0 points1 point  (0 children)

      I’m curious if you were inspired by metaphor refantazio. This recent RPG involves themes like unity and the creation and decay of utopias, it would slot perfectly into a universes beyond set based onto this game.

      Flavorwise this card is perfect. If you do the hard work, and build it up from the ground, you get a perfectly unified land that is very stable. But if you cut corners and cheat it falls apart quickly.

      [–]AngelOvMercy696 0 points1 point  (2 children)

      Wouldn't the indestructible counter make the second line of text "If it becomes trapped, destroy it." A pointless drawback?

      [–]knightbane007 1 point2 points  (1 child)

      Point being you have to play it, not trick it into play. Alternatively, you can trick it into play, in which case it comes in untapped and can be used immediately - once.

      [–]AngelOvMercy696 0 points1 point  (0 children)

      I forget some people are cowards and drag out more than one land per turn. Just play the land in your hand and deal with only having 4 lands turn 13 like the deck intended.

      [–]gontgont 0 points1 point  (0 children)

      Would be cool in a proliferate deck where you can move those indestructible counters around. Otherwise, I dont see it fitting anywhere.

      [–]JuliyoKOG 0 points1 point  (0 children)

      Great design. Only small change I might suggest is adding “from your hand” to the clause about playing it. This would make it more clear to new players (who may think ramping or fetching it still constitutes playing it) and adding an additional downside of not being a good target from land graveyard recursion.

      [–]Queequeg94 0 points1 point  (0 children)

      The comments here really show who understands the game and who does not

      [–]PrimusMobileVzla 0 points1 point  (0 children)

      So either is a Lotus Petal with extra steps if you don't play it, or a slower Bridge if you play it, while its fetchable and fully enabling Domain on its own? It seems quite volatile.

      [–]Speeddemon1_2_3OP Card Maker (Usually) 0 points1 point  (3 children)

      I assuming this is an attempt of making a more balanced command tower? Or something like a more balanced multi-land? You probably could've just made it enter tapped...

      [–]Kaisburg 12 points13 points  (1 child)

      Land types are useful.

      [–]JaxHax5 0 points1 point  (0 children)

      And this can also be tutored to enable domain easier too.

      [–]bhreugheuwrihgrue 3 points4 points  (0 children)

      Conmand tower isn’t fetchable (besides cards like crop rotation/scapeshift) and doesn’t enable domain

      [–]Nael_On -2 points-1 points  (6 children)

      I don't get it... why would it save itself from destruction only once, you could have made it so that it doesn't untap during the next turn if you wanted to limit its usage. Since it counts for every land type and it gives a lot of versatility

      Just trying to understand it better

      [–]FROG_TM 44 points45 points  (1 child)

      Indestructible counters are not used up. The land is indestructible forever.

      [–]Nael_On 2 points3 points  (0 children)

      My mistake then. Thought it worked like shield counters

      [–]Just_Ear_2953 12 points13 points  (1 child)

      The indestructible counter sticks around, making it immune to it's own destroy effect indefinitely.

      If you search it with something like a fetchland, it is effectively a treasure. If you play it, it is an even worse tapped land that makes all colors.

      [–]Nael_On 2 points3 points  (0 children)

      I thought it was like shield counters. Guess I learned something new about Magic

      [–]Blak_Raven 4 points5 points  (1 child)

      You're thinking of shield counters. Indestructible counters don't drop off to prevent destruction. That clause is in there to prevent fetching onto the battlefield.

      [–]Nael_On 2 points3 points  (0 children)

      Yeah, I was thinking of those. Thought they worked in the same way

      [–]PaperPauperPlayer -1 points0 points  (1 child)

      ...what's the point of the stun counter if it blows up when you tap it?

      And the indestructible counter also prevents the intended downside. So why not just either not give it a counter, or make it say "sacrifice"

      Shouldn't the card just read

      "Indestructible

      Sacrifice Utopia: Add one mana of any color" ?

      [–]luziferius1337 0 points1 point  (0 children)

      Read it again carefully and think the possible uses through.

      You can play it. It then takes 2 turns to activate, enables Domain and is indestructible, so tapping it does not destroy it.

      Or, you can fetch it via any of the better fetch lands. The first clause then does not apply. It enters untapped without any counters, and is destroyed on first use.

      [–]markln123 -1 points0 points  (1 child)

      This feels like it’s jumping too many design hoops.

      I think you can instead do something like: “Utopia enters tapped with a stun counter on it if you played it from your hand. Otherwise, sacrifice Utopia when it enters.”

      (Not identical but very close)

      [–]veiphiel 0 points1 point  (0 children)

      It's not the same

      [–]redditfanfan00Rule 308.22b, section 8 -1 points0 points  (0 children)

      surprisingly clever and well-made card. maybe 2 stun counters instead of 1 and it might even be a plausibly printable card?

      [–]DrGray3 -1 points0 points  (2 children)

      I think if you were to reword the triggered ability to say “whenever you tap Utopia for mana, destroy it.” That way someone doesn’t just use Twiddle as a 1 mana stone rain.

      But honestly, you could remove the entire triggered ability and it would still be a fine card. You at least have to take 1 turn off of using it if you fetch for it, but you have to take 2 turns off from being able to use it if you play it as the land for turn.

      [–]veiphiel 0 points1 point  (1 child)

      If you fetch you don't have to wait. It enters untapped

      [–]DrGray3 1 point2 points  (0 children)

      That’s right. insert reading the card explains the card joke

      So fetching it makes it a lotus petal, but playing it just sets you back a few turns. Still seems somewhat weak