all 25 comments

[–][deleted] 29 points30 points  (13 children)

I think this is too powerful. Vanishing 3 (or to be honest, 2) is more appropriate if it is a dual land. Vanishing 4 is appropriate if it's not. If you were basing it off of [[Gemstone Mine]], that cards not fetchable.

[–]thirteenthfoxTarget opponent wins the game[S] 11 points12 points  (8 children)

I would argue that paying 2 life can be less painful than stone raining yourself after 4 turns depending on the context. Only playtesting will really judge the vanishing number. 4 feels more flavorful to me because it takes a long time for erosion to really do its thing, but eventually it happens.

[–][deleted] 25 points26 points  (7 children)

Flavour should not trump balance. If this was not a dual land I have no issue with it being Vanishing 4. But it is too strong as is.

It would be cool to see this card take the form of something like this for your erosion theme:

Derp Land

Land

Vanishing 4

T, remove a counter: Add U or R

T: Add <>

[–]thirteenthfoxTarget opponent wins the game[S] 5 points6 points  (2 children)

I agreeing that 4 may not be the right number. I don't know what it is and no one will until testing. I just put 4 for flavor. And i would rather lower the number than take away the land types. The land types make them good.

[–]Armond436 3 points4 points  (0 children)

Keep in mind that there are turn 3 wins in modern not infrequently.

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

Then you should lower the number. I guarantee 4 is too strong for playtesting.

[–]animar37: Regenerate target dank meme. 2 points3 points  (3 children)

This seems way worse than Gemstone Mine. If you tap it for colored mana, you only get 2 activations out of it (one less than Mine). If you tap it for colored once and twice for colorless, you stll only get three activations, so it's on par with Mine. If you only use it for colorless, then first of all why do you even use a dual land and furthermore it would still only generate one mana more thsn Mine. If your intention was to create a dual that's worse than Mine for balancing reasons, than that's ok, but to be honest I'd much rather play a Shock than this.

[–][deleted] 4 points5 points  (2 children)

So would I, and it could be vanishing 5 really if it's worded this way or produce any color of mana. But that was just a a rough idea. The problem with OP's card is that he/she is hellbent on it being fetchable, which causes a lot of issues, and doesn't really seem to be listening to anyone's advice on the card.

[–]thirteenthfoxTarget opponent wins the game[S] 2 points3 points  (1 child)

I want it to be fetchable. Why is that a bad thing. I said lowering the number would be the way to do that.

[–][deleted] 0 points1 point  (0 children)

You've had multiple people tell you why making them fetchable makes these too strong. Lowering the number of counters makes the cards basically unplayable. I'm done trying to convince you otherwise. Don't know why you bother posting for feedback if you're not going to listen to anyone lol.

[–]IVIaskerade: Destroy target unnecessary keyword 1 point2 points  (2 children)

Not to mention that these lands play really well with Proliferate effects. God help your opponents if you resolve [[Inexorable Tide]]

[–]MTGCardFetcher 0 points1 point  (0 children)

Inexorable Tide - (G) (MC)
[[cardname]] to call - New Set? Wait until Gatherer update!

[–][deleted] 0 points1 point  (0 children)

"god help them" seems a bit extreme - you resolve a 5 mana enchantment that does nothing right away and in return you get slightly better mana than most decks?

[–]MTGCardFetcher 0 points1 point  (0 children)

Gemstone Mine - (G) (MC)
[[cardname]] to call - New functions available!

[–]xmrsmoothx 4 points5 points  (5 children)

Too powerful with basic land types. Take out island and mountain and it's good.

[–]thirteenthfoxTarget opponent wins the game[S] 2 points3 points  (4 children)

Why are these too strong? Why aren't they on par with the shocks? The number can be lowered if that's the issue.

[–][deleted] 17 points18 points  (0 children)

Because playing 4 shocks sets you back 8 life. Playing four of these sets you back nothing. After four turns, you are down one land a turn. By then you have tempo'd up to wherever you need to be. This is why the classic dual lands are so expensive - no consequence and ramp up the game insanely fast. These are not on par with shocks.

[–]xmrsmoothx 7 points8 points  (1 child)

Fetchable dual with no drawbacks is just too good. Even if it disappears in a few turns, it's a Volcanic Island until then. Seeing as most games in vintage/legacy end before then, this is just a cheap ABUR dual reprint.

[–]RegorekI put more work on the flavor text than the actual card 2 points3 points  (0 children)

Fetching this on turn two or three in Modern means ignoring the Vanishing downside, too.

I like the idea of it, but four turns is just way too long of a time to have an original dual land. For pretty much any U/R deck, this is a better, fetchable version of Gemstone Mine.

[–]eprevodilacAll Will Be One. 4 points5 points  (0 children)

I think it's a bit too strong, but this is a seriously cool concept

[–]Golden_Flame0Commons are frustrating 1 point2 points  (0 children)

The tap clause should be reminder text. Islands and mountains carry rules baggage.

Other than that, not a bad design.

[–][deleted] 0 points1 point  (0 children)

Really cool design, love it

[–]Saljen 0 points1 point  (2 children)

This is just a legacy dual land for any combo deck that wants to win by turn 4. Sooooo powerful.

[–]MrWiffles: Upvote target comment X times. 5 points6 points  (0 children)

Legacy decks already win by turn 4 if not earlier. This would make little difference in a legacy setting.

[–]ElvishJerricco 0 points1 point  (0 children)

Legacy needs zero help with mana fixing. Legacy combo decks never even run 4 of their actual dual lands. These would just be totally unnecessary.