Where are the Loyalty converters?

OK, forget Golden Wish for a minute, which is a crazy one-off hit of conversion.

We used to have LOADS of Land supports that would convert loyalty, everything from Unclaimed Territory to Access Tunnel, and cards at every level of rarity (Gemstone Caverns anyone?)

However, the last one we got was Voldaren Estate in Crimson Vow, so there are now ZERO Land cards in Standard which convert loyalty each turn. Despite this, in Edge of Eternities we were given TWENTY TWO (!!!!) cards with the Station mechanic, which requires making loyalty matches by swap.

Converting loyalty has always been an effective tactic for certain deck types and Planeswalkers, but it's now not available except for Golden Wish decks.

Whatever cards WotC put into the next set @Magic:PQ Support Team can you make some loyalty converters for us please?

Comments

  • Janosik
    Janosik Posts: 853 Critical Contributor

    I gotta just chime in here and say that for me, through the history of MTGPQ, the best way to generate loyalty (even when we did have good loyalty conversion lands) was always good color conversion lands (because color swaps also create loyalty).

    Now, I do absolutely agree with TheHunter that you should make some more good loyalty conversion lands! Plenty of players like them even if I don't! Maybe if you make some really good ones I'll like them too!

    But, um, also you should make some more good color converting lands! Color converting lands should really be a staple of the game... they help you cast your spells, and casting more spells = more fun! Also because they only trigger once a turn, at the start of your turn, they can't be co-opted into combo decks that sometimes cause problems by killing people in a single turn. Which is not to say that you can't print combo cards like Tempt with Discovery or Ghalta if you want to... just that if you print conversion lands as well, then that doesn't create even more combo decks.

    Recently conversion lands have all been too expensive... I think 15 mana is too much to pay for them... frankly 12 mana is too. Really what we want out of a color converting land is the ability to play it in a single turn... because let's not forget, these things can get destroyed, and usually by cards that are cheaper and more efficient than they are! It's depressing to pay 15 mana for a land and then have it get shot for 3 mana by a Demolish... it's equally depressing to have it get shot by a 16 mana Rakdos that stays in play and shoots a bunch of other stuff too. What I want from a conversion land is the ability to play it in from single match in my PWs primary colors... so around cost 7.

    The best color converting lands in Standard at the moment are the Cluelands in MKM... like Thundering Falls or Undercity Sewers. And look, I get it... those things are TOO cheap for what they do. You originally spoiled them at 13 mana, I think? And then maybe one of the content creators complained behind the scenes and you dropped the cost to 7. And then maybe you realised that 7 mana was too good for a card like that and you never again made any other lands that efficient. As conversion lands go, they are far more powerful than pretty much anything we've ever seen in the game (the only reason I'm not playing them is because I don't want to get hosed by the occasional player playing Desert, which is also too powerful! I'm playing Swarmyard to help me cast my spells... which you'll notice costs 7 mana).

    IMO the baseline power level for new cycles of conversion lands that get printed should be somewhere near the Uncommon creature Smokebraider from the latest LRW set... 7 mana cost, convert 3 games to the same color. Tha's a hell of a lot less powerful than Undercity Sewers... but a hell of a lot more powerful than the cycles of Mardu Monument, or Bleachbone Verge, or Vivid Creek, or Foul Roads, or Azorius Signet.

    By all means continue to make higher cost conversion lands... but give some good, playable lower mana cost ones too!