![]() Most players are happy to shuck 2 or 4 life away in order to cast a card that would normally be 3cmc with multiple colored mana sources for but they are pretty different conceptually. At first glance this would seem more dangerous than other costs but in practicality, it's actually almost not a threat. While it can require you to pay the cost with a source of colored mana, phyrexian mana lets you pay 2 life in order to cover that requirement instead. Next up is phyrexian mana, easier to play than both colored and hybrid mana. It is easier than colored mana because you have the option of paying multiple colors to satisfy the requirement. ![]() The next most difficult type of mana to play is hybrid mana. That is why cards that cost two different types of colored mana generally provide more value than ones that only require one, cards that cost three different types of colored mana provide more value than two, etc. ![]() The most difficult type of mana to pay for is colored mana. A spell's mana cost breaks down even further into colorless mana, colored mana (including the new mana), hybrid mana and phyrexian (shock) mana. Now any reasonable person following along would immediately ask themselves, what is cost and what is value? Costs Most commonly in MTG, cost is mana required to pay a spell. How many colored mana symbols do I need? Is it more blue or black? What about hybrid or phyrexian mana? And then how much colorless mana on top of that? Should it be 2? 3? If I post it at 2 people might say this is overpowered but if I post it at 3 they might say it is underpowered! What the heck should I do? And how much should this ability cost?!" Well, as some of you have probably seen from many of my long, long, long-winded explanations that pop up in the comments of a lot of cards, I have a thing for balance and playability and have some advice and guidelines for helping my fellow cardsmiths make cards fair in addition to awesome.Ī balanced card is one that has a reasonable value/cost ratio. Maybe blue/black? Ok so it needs blue and black. With a gasp, you click the field and start thinking, "This card is black. Something that keeps many good cardsmiths awake at night. Something you've completely forgotten about. But then, to your horror, you see an empty field in the design form. Congratulations, you're well on your way to making good card. This ability is different from other cards that turn lands into creatures in that you can target the same land once it becomes a creature, putting an additional four +1/+1 counters on it.So, you've just come up with an awesome idea, found some killer art and even came up with the perfect name. For four mana you can turn a land you control into a 0/0 Elemental creature with haste, and then place four +1/+1 counters on it. With all that mana you need something to do with it, and Titania, Gaea Incarnate has an ability built in. ![]() At a minimum, Titania will be a 7/7 when it is melded. Its power and toughness are equal to the number of lands you control, and when it enters the battlefield, Titania brings back all those lands in your graveyard back to the battlefield. With vigilance, reach, trample, and haste, Titania can quickly overwhelm your opponent. Now melded into one creature, Titania, Gaea Incarnate is a powerhouse. Related: Magic: The Gathering – The Best Mono-Green Commanders To help accelerate this process, you can pay four mana and tap Argoth to create a 2/2 Bear token and mill four cards. Then, at the beginning of your upkeep, if you have four or more lands and have Argoth, Sanctum of Nature in play, you can meld them to Titania, Gaea Incarnate. ![]() Titania, Voice of Gaea heals you every time one or more lands enter your graveyard from anywhere. All three cards that incorporate this meld creature are extremely flavorful and convey the tragedy that befell Argoth during The Brothers’ War. ![]()
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