Stake trap seems more like a weapon trap, because I'm pretty sure it doesn't work with 0 damage.
Seems fair enough, I aways assumed it was a combat effect, so just add a +1/0 counter to the wall with it aswell.
Rainbow is ambigious, do you choose one color when you enchant it, or everytime you tap?
Like most land enchantments, its when you tap. Its to avoid having the player remember what extra colour he chose for each land when he uses multiple ones.
Iron man can't actually be destroyed by dwarven wrestler because iron man has protection from red. An artifact with protection from red and protection from blue is all kinds of broken.
Indeed, maybe I should remove one, I was thinking of going with flavour on this one, but if you say so. Anyway red and blue aren't the only colours supposed to have creatures able to tap others, white and black will have at least one aswell.
Miasma should deal 1 damage to all of that player's creatures everytime a creature dies, instead of that second effect.
I like how quickly it takes care of the cat problem.
Second effect removed, this one I just sorta copy/pasted from the OP without thinking alot. I'll keep the 1 damage on upkeep though, otherwise it will be a bit too useless.
We have too many walls and too many damage reduction effects. We will need a massive amount of non-wall non-block effects or we will need to prune them.
This set is supposed to be played with regular MtG aswell, which has enough removals and counters to humble any mass-wall user. Note almost none of them can stop flying creatures, either.
Haunted glacier is overpowered because you can sacrifice it on your first turn, add a UB requirement(The glacier itself can help fufill this)
Also, {T} add U or B to your pool, take one damage.
Added tap to the first effect. Adding the other sugested ones will make it pretty useless compared to regular MtG stuff. The randomness on mana is small balance effect.
Also, remember that the glacier can only generate 1 mana per tap, so it can't generate the nescessary UB on its own.
Skeletal carp has haste, which is redundant with skeletal.
Aye, changed. Also, skeletal now lost protection from red aswell, because it didn't fit DF anyway.
Stone wall is undercosted by alot, for an artifact wall with a great ability and defense.
Erm, are you sure? Look up stone wall again and compare it to things like Wall of Denial and Wall of Reverence, also, glacial wall or wall of ice IIRC. Also, one removal and the whole thing is blown to pieces, and there's plent of removals in standard.
It's impossible to pay the cost of cold snap as ambigiously written,
I suggest: If no players pay RRRR all mana produced becomes U untill end of turn. Otherwise you could be paying RRRR in response to tapping a mountain..
How is it impossible? Hella lot of standard MtG cards have counter costs written this way. Remember you can tap lands in your opponent's turn to counter a card or cast an instant. You don't even have to say wait! or "in response to" since its written on the card itself.
goblin babysnatcher should probably use suspend 2, rather than a complicated baby setup.
Indeed, changed.
Haunted lands will effect bring back walls as a zombie, and then a skeleton.
Note its cost and rarity to balance out the effect.
Also, haunted lands and like 50 other spells listed come into play long after any normal game is dead, because of their high cost.
Thats just a 6 drop, plus there are ways to go around this with certain cards. There will be certain cards exactly for this purpose.
Block wall is a great example of a card nobody will ever play, except with some sort of mana-fixer. because 3MW is extremely restrictive.
How come? Its just a white, a red and 3 any colour manas. Its easy as hell, specialy with the standard's fetch lands and multi-mana lands. Look up Alara block cards, there's tons of multicolour cards on that block and almost everyone in stardard uses them, all the time.
Also, Elephant is some combination of over-costed/impossible to play.
Look up elvish piper. Also, we will have a joyous wild card to reduce the cost of savannah/forest creatures. I'm still fixing creature's types and some costs.
Legendary swimmer refers to a creature, but is actually an aura.
Woops, misstype.
Blue hosing blue is rather useless. The aura causes itself to be immediately discarded because protection from blue removes blue enchantments.
Indeed, removed it from legendary swimmer.
Red hosing red is rather pointless, but we have magma men, dwarven miners, stone the in door.
Aye. Also magma creatures are great to use in conjunction with earthquake.
wall of bones misspells gravyeards
Corrected this yesterday, haven't updated yet though, anyway, but its done.