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	<title>Comments on: Crash Test Magic &#8212; Inhabit the Land</title>
	<atom:link href="http://www.robotviking.com/2009/09/28/crash-test-magic-inhabit-the-land/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.robotviking.com/2009/09/28/crash-test-magic-inhabit-the-land/</link>
	<description>Gaming</description>
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		<title>By: Hannigan Rex</title>
		<link>http://www.robotviking.com/2009/09/28/crash-test-magic-inhabit-the-land/comment-page-1/#comment-1241</link>
		<dc:creator>Hannigan Rex</dc:creator>
		<pubDate>Thu, 01 Oct 2009 17:35:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.robotviking.com/?p=1609#comment-1241</guid>
		<description>I like this ability. Other easy ways around it don&#039;t even require land destruction. Anything that&#039;ll bounce a permanent back to hand will undo this easily. What happens if the land type is changed?

Geothermal Electroform RR2
Creature - Elemental
Inhabit Mountain
If Geothermal Electroform inhabits a mountain, it becomes a 7/1 Elemental creature and gains Haste and Trample. Sacrifice the mountain Geothermal Electroform inhabits at the end of the turn.
2/3</description>
		<content:encoded><![CDATA[<p>I like this ability. Other easy ways around it don&#8217;t even require land destruction. Anything that&#8217;ll bounce a permanent back to hand will undo this easily. What happens if the land type is changed?</p>
<p>Geothermal Electroform RR2<br />
Creature &#8211; Elemental<br />
Inhabit Mountain<br />
If Geothermal Electroform inhabits a mountain, it becomes a 7/1 Elemental creature and gains Haste and Trample. Sacrifice the mountain Geothermal Electroform inhabits at the end of the turn.<br />
2/3</p>
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		<title>By: ggodo</title>
		<link>http://www.robotviking.com/2009/09/28/crash-test-magic-inhabit-the-land/comment-page-1/#comment-1221</link>
		<dc:creator>ggodo</dc:creator>
		<pubDate>Tue, 29 Sep 2009 06:39:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.robotviking.com/?p=1609#comment-1221</guid>
		<description>I was thinking a 6+ mana kaboom, that&#039;d be really a hell of a commitment to get out and would blow you away too. The idea of kill spells that mess with your lands is not happy time for me. Your land swapping spell is a good plan, but you&#039;d have to vary that quite a bit to keep a good variance amongst the land destruction. I&#039;m tempted to not have much land destruction or have it in some sort of tricky thing, like on the kick of kicker or something. I see inhabit as being a control finisher or a mid-range face punch. the aggro decks can&#039;t risk the 2for1 early. Late game the land hit might be a bit less devastating, so the mid range guys can use it for a clock or a quick kill, while the control guys can get a couple of these dudes out. This is a tricky mechanic, and without having much experience with Champion I dunno how this&#039;ll go out.</description>
		<content:encoded><![CDATA[<p>I was thinking a 6+ mana kaboom, that&#8217;d be really a hell of a commitment to get out and would blow you away too. The idea of kill spells that mess with your lands is not happy time for me. Your land swapping spell is a good plan, but you&#8217;d have to vary that quite a bit to keep a good variance amongst the land destruction. I&#8217;m tempted to not have much land destruction or have it in some sort of tricky thing, like on the kick of kicker or something. I see inhabit as being a control finisher or a mid-range face punch. the aggro decks can&#8217;t risk the 2for1 early. Late game the land hit might be a bit less devastating, so the mid range guys can use it for a clock or a quick kill, while the control guys can get a couple of these dudes out. This is a tricky mechanic, and without having much experience with Champion I dunno how this&#8217;ll go out.</p>
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		<title>By: Ed Grabianowski</title>
		<link>http://www.robotviking.com/2009/09/28/crash-test-magic-inhabit-the-land/comment-page-1/#comment-1220</link>
		<dc:creator>Ed Grabianowski</dc:creator>
		<pubDate>Tue, 29 Sep 2009 05:37:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.robotviking.com/?p=1609#comment-1220</guid>
		<description>Ok, then I&#039;ll give the zombie DOUBLE REGENERATE. Ack, you&#039;re right though. So obvious, yet I missed that. Love the off-color idea.

You can&#039;t make the abilities too awesome, or everyone&#039;s deck will be stocked with 12 land destruction spells. They need to be quite good, though...it&#039;s a fine line. The really good ones would give the land Shroud.

Why would mass removal be good? Wouldn&#039;t that just make everyone terrified to play Inhabit creatures?

I was thinking more along the lines of weaker land destruction spells that didn&#039;t interrupt tempo, like the example I mentioned. Another interesting idea: Destroy target land, then search your library for a land and put it into play under the control of the player who controlled the destroyed land. It&#039;s the exact same effect as the other one if you destroy your own land, but if you destroy your opponent&#039;s land, a creature with a landwalk ability becomes super interesting.</description>
		<content:encoded><![CDATA[<p>Ok, then I&#8217;ll give the zombie DOUBLE REGENERATE. Ack, you&#8217;re right though. So obvious, yet I missed that. Love the off-color idea.</p>
<p>You can&#8217;t make the abilities too awesome, or everyone&#8217;s deck will be stocked with 12 land destruction spells. They need to be quite good, though&#8230;it&#8217;s a fine line. The really good ones would give the land Shroud.</p>
<p>Why would mass removal be good? Wouldn&#8217;t that just make everyone terrified to play Inhabit creatures?</p>
<p>I was thinking more along the lines of weaker land destruction spells that didn&#8217;t interrupt tempo, like the example I mentioned. Another interesting idea: Destroy target land, then search your library for a land and put it into play under the control of the player who controlled the destroyed land. It&#8217;s the exact same effect as the other one if you destroy your own land, but if you destroy your opponent&#8217;s land, a creature with a landwalk ability becomes super interesting.</p>
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		<title>By: ggodo</title>
		<link>http://www.robotviking.com/2009/09/28/crash-test-magic-inhabit-the-land/comment-page-1/#comment-1219</link>
		<dc:creator>ggodo</dc:creator>
		<pubDate>Tue, 29 Sep 2009 05:26:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.robotviking.com/?p=1609#comment-1219</guid>
		<description>mmmmm k, how about an off-color inhabit, like it&#039;s staking out the enemy. A white creature that inhabits an island could get card drawing off it as part of the sharing of cultures. The swamp sacrifice to save the zombie won&#039;t work under your rules because if the swamp goes, so does anyone who inhabits it. Also, land destruction doesn&#039;t need to be playable any more than stone rain. 3 mana to pop a land and a creature is the sort of tempo loss no one makes back up. You really gotta make these epic creatures because this has the same flaws as the champion mechanic, but they&#039;re vulnerable the whole game. Like, something that gets +5/+5 or some ridiculously large numbers to get players to risk using them. It&#039;d be better if this set had some sort of mass land removal, like a fixed Armageddon or something, rather than smaller land popping spells.</description>
		<content:encoded><![CDATA[<p>mmmmm k, how about an off-color inhabit, like it&#8217;s staking out the enemy. A white creature that inhabits an island could get card drawing off it as part of the sharing of cultures. The swamp sacrifice to save the zombie won&#8217;t work under your rules because if the swamp goes, so does anyone who inhabits it. Also, land destruction doesn&#8217;t need to be playable any more than stone rain. 3 mana to pop a land and a creature is the sort of tempo loss no one makes back up. You really gotta make these epic creatures because this has the same flaws as the champion mechanic, but they&#8217;re vulnerable the whole game. Like, something that gets +5/+5 or some ridiculously large numbers to get players to risk using them. It&#8217;d be better if this set had some sort of mass land removal, like a fixed Armageddon or something, rather than smaller land popping spells.</p>
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