I recently designed a Desert World set where I tried to imagine a plane that was the opposite of Zendikar or Alara- very sparse mana, with no basic lands in the first set- (to teach people to really appreciate them when they were put in the second). Instead I used a kooky kind of mono colored painland cycle with the desert subtype. Not as painful as X Edition Duals, just painful enough to be nearly strictly worse than basic lands. And then I thought about making a special twist off of Strip Mine, called it Salt Mine, and I just realized- it was exactly the same card as Ghost Quarter, except it searched deserts instead of basics.
Desert Land Cycle template, in case anyone's interested:
White Desert
Land-Desert
Whenever cardname enters the battlefield tapped, you lose 1 life
T: Add W to your mana pool
With lots of effects in different colors (G, W, U, and Salt Mine) that got lands to enter the battlefield tapped, and not always in a Rampant Growth way.
And then I added a cool 'Ari... (see all)
Posted By:
DarthParallax
(9/3/2011 9:48:24 AM)
flagstones of trokair.
enough said
Posted By:
catowner
(10/15/2010 5:20:45 PM)
Strictly a combo card, but very viable as such.
Some very potent decks have been built around this/using this as the main engine.
Posted By:
AlphaNumerical
(8/31/2009 10:34:08 AM)
Target your own Darksteel Citadel every turn. Profit!
Posted By:
will_dice
(8/6/2011 1:51:25 PM)
can you sacrifice it if youve tapped it already for mana?
Posted By:
herban123
(6/10/2013 1:30:45 AM)