Comment by vikingerik
3 days ago
Love that "land for turn", although I think it might shift the balance a little too much, in that you can make a deck with too much land and high cost spells and know you can cast them reliably. There needs to be a risk factor in building up to high mana to make low mana spells matter.
Possible tweaks, maybe it has a cost (all lands have cycling 1 or 2 mana or life.) Or delay that draw until end of turn, which feels like about the right power level, but does have memory and execution issues.
My thinking is that there's a tradeoff, that you slow your ramping in exchange for cycling (replacing your land for turn). You trade your acceleration towards big spells for more consistency (or just fewer dead draws).