Tequila Sunrise
2008-05-20, 03:37 AM
A little personal background:
I played magic for years when I was in grade school and I loved it, for the most part. I loved the five-color scheme, I loved building decks and testing them against other players and I even loved one of the M:tG novels (the Brothers’ War). One thing that I didn’t like about the game was that I often couldn’t get my hands on the cards that I really wanted; sometimes it was because I just didn’t get lucky enough when buying booster packs, but usually it was simply because the designers hadn’t come up with the cards I wanted. Another thing that I didn’t like was that in order to “keep up” with the competition, I had to continually buy more cards because each set was slightly better than the last one. It was hard enough finding the money to buy a booster pack every few weeks in my working class household, and when I finally started making my own money I decided that “keeping up” just wasn’t worth the money. For a while I played every now and then with my close friends but by the time I went to college, I had mostly sold my cards off for clothing money and had stopped playing altogether. So now I’m 24 and I have an itch to play again, but I don’t want to depend on WotC to print the cards that I want and I don’t want to pay for tiny pieces of printed paper (or digital recreations of tiny pieces of printed paper) anymore. So without further ado I present to you Magic: the Sandbox!
Magic: the Sandbox’s mission statement:
To form a community for the purpose of composing a set of definitive rules for rendering “Sandbox” cards. These cards will serve several purposes:
-Ensure simplicity. A player new to Magic: the Sandbox should be able to render and play with their own cards without repeatedly referring to complicated instructions or rule gurus. “System mastery” is to be avoided; players should not be able to gain advantages by discovering obscure or inconsistent loopholes within the rules. Optimally, card creation will be a creative warm-up exercise to playing the game itself.
-Ensure consistency and balance. Although card creation will inevitably involve a certain degree of min/maxing for most of us, there should be no clearly “asmz pwnz a11 combos!!!” Optimally, sandbox cards will all be balanced against each other no matter how experienced their creator is.
-Maintain a comprehensive set of rules that expands as players demand. One-upsmanship is to be avoided; cards should not get better or more efficient over time, so no player will feel the need to “keep up” in order to keep competitive.
These are the Magic: the Sandbox rules as they stand now. Rule expansion requests, constructive criticism and general comments are welcome!
Designing Your Deck
Step 1: For each color which you plan to include in your deck, make a note of that color’s Inherent Creature Abilities.
Black: Protection from Green, Protection from White, Regeneration, Rogue, Swamphome, Swampwalk
Blue: Flying, Islandhome, Islandwalk, Protection from Green, Protection from Red, Twiddle
Green: Foresthome, Forestwalk, Protection from Black, Protection from Blue, Trample, Vigilance
Red: Aggressor, Haste, Mountainhome, Mountainwalk, Protection from Blue, Protection from White
White: Healer, Plainshome, Plainswalk, Protector, Protection from Black, Protection from Red.
Step 2: For each color which you plan to include in your deck, make a note of that color’s Inherent Instant/Sorcery Abilities.
Black: Slay, Drain Life
Blue: Counter Spell, Research Library
Green: Rust Artifact, Giant Growth
Red: Volcanoe Eruption, Fireball
White: Disenchant, Heal
Step 3: For each color which you plan to include in your deck, make a note of that color’s Inherent Aura/Equipment Abilities.
Black: Protection from Green, Protection from White, Regeneration, Rogue, Swamphome, Swampwalk
Blue: Flying, Islandhome, Islandwalk, Protection from Green, Protection from Red, Twiddle
Green: Foresthome, Forestwalk, Protection from Black, Protection from Blue, Trample, Vigilance
Red: Aggressor, Haste, Mountainhome, Mountainwalk, Protection from Blue, Protection from White
White: Healer, Plainshome, Plainswalk, Protector, Protection from Black, Protection from Red.
Step 4: For each color which you plan to include in your deck, make a note of that color’s Inherent Enchantment/Artifact Abilities.
Black: Protection from Green, Protection from White, Regeneration, Rogue, Swamphome, Swampwalk
Blue: Flying, Islandhome, Islandwalk, Protection from Green, Protection from Red, Twiddle
Green: Foresthome, Forestwalk, Protection from Black, Protection from Blue, Trample, Vigilance
Red: Aggressor, Haste, Mountainhome, Mountainwalk, Protection from Blue, Protection from White
White: Healer, Plainshome, Plainswalk, Protector, Protection from Black, Protection from Red.
Step 5: Remember the following rules:
No more than four cards may be exactly alike per deck. (Changing a card’s name, creature type or flavor text does not make it different for this purpose.)
A deck may contain no more than thirty-six common cards.
A deck may contain no more than twelve uncommon cards.
A deck may contain no more than eight rare cards.
A deck may contain no more than four legendary cards.
Designing a Creature Card
Step 1: Assign the card’s Power and Toughness. The card’s base mana cost depends on its combined power and toughness:
Mana Combined Power
Cost and Toughness
1 4
2 5
3 6
+1 +2
Step 2: For each color which you intend to include in your deck, choose two Bonus Creature Abilities. Artifact counts as a color for this purpose.
Step 3: Assign the card’s abilities, if any. Assigning an Inherent Creature Ability or a Bonus Creature Ability to a card of the appropriate color modifies the card’s casting cost as noted below. Assigning other creature abilities modifies the card’s casting cost as noted below, and raises the card’s casting cost by 1 mana per creature ability. Inherent and Bonus Creature Abilities may be substituted in place of power and toughness on a +1 Mana Cost per 2 combined Power and Toughness basis.
Aggressor (+1 Mana Cost)
Tap 1 mana: this creature gets +1/+0 until end of turn.
Attacker (-1 Mana Cost)
This creature cannot block.
Deathtouch (+2 Mana Cost)
When this creature deals damage to a creature, that creature is destroyed.
Defender (-1 Mana Cost)
This creature cannot attack.
Double Strike (+2 Mana Cost)
This ability is similar to First Strike, except that it also allows a creature to deal damage again when creatures normally deal damage.
Eldritch (+1 Mana Cost)
Tap this creature: add 1 mana to your mana pool.
Fear (+1 Mana Cost)
This creature may only be blocked by creatures of its own color and artifact creatures.
First Strike (+1 Mana Cost)
This creature deals damage before other creatures which don’t have first strike.
Flash (+1 Mana Cost)
This creature can be played any time you could play an instant.
Flying (+1 Mana Cost)
This creature can only be blocked by flying creatures.
Haste (+1 Mana Cost)
This creature is unaffected by summoning sickness.
Healer (+1 Mana Cost)
Tap 1 mana and tap this creature: gain 1 life or prevent 1 damage to target creature or player.
Landhome (-1 Mana Cost)
If at any time you do not control at least one land of a single color, bury this creature.
Landwalk (+1 Mana Cost)
This creature is unblockable so long as its target player has at least one land of a single color.
Lifelink (+2 Mana Cost)
Whenever this creature deals damage, its controller gains that much life.
Protection (+1 Mana Cost)
This creature takes no damage from sources of, cannot be targeted by effects of, and cannot be blocked by creatures of a single color.
Protector (+1 Mana Cost)
Tap 1 mana: this creature gets +0/+1 until end of turn.
Rogue (+1 Mana Cost)
Tap 1 mana and tap this creature: Deal 1 damage to target creature or player.
Shroud (+1 Mana Cost)
This creature cannot be the target of spells or abilities, including its controller’s.
Twiddle (+1 Mana Cost)
Tap 1 mana and tap this creature: Tap target creature.
Vigilance (+1 Mana Cost)
Attacking does not cause this creature to tap.
Designing an Instant or Sorcery Card
Step 1: Assign the card’s abilities. Assigning an Inherent Instant/Sorcery Ability or a Bonus Instant/Sorcery Ability modifies the card’s casting cost as noted below. Assigning other instant/sorcery abilities modifies the card’s casting cost as noted below, and raises the card’s casting cost by 1 mana per instant/sorcery ability.
Counter Spell (Mana Cost 3)
This Instant counters the target spell.
Disenchant (Mana Cost 2)
This Instant destroys the target enchantment.
Drain Life
This Sorcery deals damage to the target player while simultaneously giving another target player an equal amount of life. How much damage it deals and life it gives depends on its mana cost:
Mana Damage Dealt
Cost and Life Given
1 + X X
1 3
2 5
3 6
+1 +1
Fireball
This Instant deals damage to the target creature or player. How much damage it deals depends on its mana cost:
Mana Damage
Cost Dealt
1 + X X
1 3
2 5
3 6
+1 +1
Giant Growth
This Instant increases the power and toughness of the target creature until the end of your turn. How much power and toughness it increases depends on its mana cost:
Mana Damage
Cost Dealt
1 + X X
1 3
2 5
3 6
+1 +1
Heal
This Instant gives the target player a number of life or prevents a number of damage to the target creature or player. How much life it gives or damage it prevents depends on its mana cost:
Mana Life Given or
Cost Damage Prevented
1 + X X
1 3
2 5
3 6
+1 +1
Research Library
This Sorcery allows you to look through the top cards of your library and then replace them in any order you wish. You may also place any and all cards you look through at the bottom of your library. How many cards you can look through depends on its mana cost:
Mana Cards
Cost Perused
1 + X X
1 3
2 5
3 6
+1 +1
Rust Artifact (Mana Cost 2)
This Instant destroys the target artifact.
Slay (Mana Cost 3)
This Instant destroys the target non-artifact creature.
Volcanoe Eruption (Mana Cost 2)
This Instant destroys the target land.
Designing an Aura Enchantment or Equipment Artifact Card
Step 1: Assign the card’s bonus Power and Toughness, if any. The card’s base mana cost depends on its combined power and toughness:
Mana Combined Power
Cost and Toughness
1 4
2 5
3 6
+1 +2
Step 2: For each color which you intend to include in your deck, choose two Bonus Aura/Equip Abilities. These abilities are drawn from the list of creature abilities above. Artifact counts as a color for this purpose.
Step 3: Assign the card’s abilities, if any. Assigning an Inherent Aura/Equip Ability or a Bonus Aura/Equip Ability to a card of the appropriate color modifies the card’s casting cost as noted above. Assigning other aura/equip abilities modifies the card’s casting cost as noted above, and raises the card’s casting cost by 1 mana per aura/equip ability. Inherent and Bonus Aura/Equip Abilities may be substituted in place of power and toughness on a +1 Mana Cost per 2 combined Power and Toughness basis.
Designing an Enchantment or Artifact Card
Step 1: For each color which you intend to include in your deck, choose two Bonus Enchantment/Artifact Abilities. These abilities are drawn from the list of creature abilities above. Artifact counts as a color for this purpose.
Step 2: Assign the card’s abilities, if any. Assigning an Inherent Enchantment/Artifact Ability or a Bonus Enchantment/Artifact Ability to a card of the appropriate color modifies the card’s casting cost as noted above. Assigning other enchantment/artifact abilities modifies the card’s casting cost as noted above, and raises the card’s casting cost by 1 mana per enchantment/artifact ability.
Counter Spell (Mana Cost 6)
This card counters the target spell. To activate this ability, 6 mana must be spent and this card must be tapped.
Disenchant (Mana Cost 4)
This Instant destroys the target enchantment. To activate this ability, 4 mana must be spent and this card must be tapped.
Drain Life (Mana Cost 1)
This card deals 1 damage to target player and gives target player 1 life. To activate this ability, 1 mana must be spent and this card must be tapped. This ability can only be used as a sorcery.
Fireball (Mana Cost 1)
This card deals 1 damage to target creature or player. To activate this ability, 1 mana must be spent and this card must be tapped.
Giant Growth (Mana Cost 1)
This card increases the power and toughness of a target creature until the end of your turn. To activate this ability, 1 mana must be spent and this card must be tapped.
Heal (Mana Cost 1)
This card prevents 1 damage to target creature or player or gives target player 1 life. To activate this ability, 1 mana must be spent and this card must be tapped.
Research Library (Mana Cost 1)
This card allows you to look at the top card of your library and then replace it on the top or bottom of your library. To activate this ability, 1 mana must be spent and this card must be tapped.
Rust Artifact (Mana Cost 4)
This card destroys the target artifact. To activate this ability, 4 mana must be spent and this card must be tapped.
Slay (Mana Cost 6)
This card destroys the target non-artifact creature. To activate this ability, 6 mana must be spent and this card must be tapped.
Volcanoe Eruption (Mana Cost 4)
This card destroys the target land. To activate this ability, 4 mana must be spent and this card must be tapped.
Costing Artifact and Gold Cards
Artifact cards cost 1 mana more than normal. Gold cards cost 1 mana less than normal per color which composes the card. Gold cards have a minimum mana cost of 1 mana of each color that composes the card.
Costing Uncommon, Rare and Legendary Cards
A legendary card costs 3 less mana than normal, a rare card costs 2 mana less than normal and an uncommon card costs 1 mana less than normal. Artifact cards have a minimum casting cost of 0 mana. Single-color cards have a minimum casting cost of 1 mana. Gold cards have a minimum mana cost of 1 mana of each color that composes the card.
I played magic for years when I was in grade school and I loved it, for the most part. I loved the five-color scheme, I loved building decks and testing them against other players and I even loved one of the M:tG novels (the Brothers’ War). One thing that I didn’t like about the game was that I often couldn’t get my hands on the cards that I really wanted; sometimes it was because I just didn’t get lucky enough when buying booster packs, but usually it was simply because the designers hadn’t come up with the cards I wanted. Another thing that I didn’t like was that in order to “keep up” with the competition, I had to continually buy more cards because each set was slightly better than the last one. It was hard enough finding the money to buy a booster pack every few weeks in my working class household, and when I finally started making my own money I decided that “keeping up” just wasn’t worth the money. For a while I played every now and then with my close friends but by the time I went to college, I had mostly sold my cards off for clothing money and had stopped playing altogether. So now I’m 24 and I have an itch to play again, but I don’t want to depend on WotC to print the cards that I want and I don’t want to pay for tiny pieces of printed paper (or digital recreations of tiny pieces of printed paper) anymore. So without further ado I present to you Magic: the Sandbox!
Magic: the Sandbox’s mission statement:
To form a community for the purpose of composing a set of definitive rules for rendering “Sandbox” cards. These cards will serve several purposes:
-Ensure simplicity. A player new to Magic: the Sandbox should be able to render and play with their own cards without repeatedly referring to complicated instructions or rule gurus. “System mastery” is to be avoided; players should not be able to gain advantages by discovering obscure or inconsistent loopholes within the rules. Optimally, card creation will be a creative warm-up exercise to playing the game itself.
-Ensure consistency and balance. Although card creation will inevitably involve a certain degree of min/maxing for most of us, there should be no clearly “asmz pwnz a11 combos!!!” Optimally, sandbox cards will all be balanced against each other no matter how experienced their creator is.
-Maintain a comprehensive set of rules that expands as players demand. One-upsmanship is to be avoided; cards should not get better or more efficient over time, so no player will feel the need to “keep up” in order to keep competitive.
These are the Magic: the Sandbox rules as they stand now. Rule expansion requests, constructive criticism and general comments are welcome!
Designing Your Deck
Step 1: For each color which you plan to include in your deck, make a note of that color’s Inherent Creature Abilities.
Black: Protection from Green, Protection from White, Regeneration, Rogue, Swamphome, Swampwalk
Blue: Flying, Islandhome, Islandwalk, Protection from Green, Protection from Red, Twiddle
Green: Foresthome, Forestwalk, Protection from Black, Protection from Blue, Trample, Vigilance
Red: Aggressor, Haste, Mountainhome, Mountainwalk, Protection from Blue, Protection from White
White: Healer, Plainshome, Plainswalk, Protector, Protection from Black, Protection from Red.
Step 2: For each color which you plan to include in your deck, make a note of that color’s Inherent Instant/Sorcery Abilities.
Black: Slay, Drain Life
Blue: Counter Spell, Research Library
Green: Rust Artifact, Giant Growth
Red: Volcanoe Eruption, Fireball
White: Disenchant, Heal
Step 3: For each color which you plan to include in your deck, make a note of that color’s Inherent Aura/Equipment Abilities.
Black: Protection from Green, Protection from White, Regeneration, Rogue, Swamphome, Swampwalk
Blue: Flying, Islandhome, Islandwalk, Protection from Green, Protection from Red, Twiddle
Green: Foresthome, Forestwalk, Protection from Black, Protection from Blue, Trample, Vigilance
Red: Aggressor, Haste, Mountainhome, Mountainwalk, Protection from Blue, Protection from White
White: Healer, Plainshome, Plainswalk, Protector, Protection from Black, Protection from Red.
Step 4: For each color which you plan to include in your deck, make a note of that color’s Inherent Enchantment/Artifact Abilities.
Black: Protection from Green, Protection from White, Regeneration, Rogue, Swamphome, Swampwalk
Blue: Flying, Islandhome, Islandwalk, Protection from Green, Protection from Red, Twiddle
Green: Foresthome, Forestwalk, Protection from Black, Protection from Blue, Trample, Vigilance
Red: Aggressor, Haste, Mountainhome, Mountainwalk, Protection from Blue, Protection from White
White: Healer, Plainshome, Plainswalk, Protector, Protection from Black, Protection from Red.
Step 5: Remember the following rules:
No more than four cards may be exactly alike per deck. (Changing a card’s name, creature type or flavor text does not make it different for this purpose.)
A deck may contain no more than thirty-six common cards.
A deck may contain no more than twelve uncommon cards.
A deck may contain no more than eight rare cards.
A deck may contain no more than four legendary cards.
Designing a Creature Card
Step 1: Assign the card’s Power and Toughness. The card’s base mana cost depends on its combined power and toughness:
Mana Combined Power
Cost and Toughness
1 4
2 5
3 6
+1 +2
Step 2: For each color which you intend to include in your deck, choose two Bonus Creature Abilities. Artifact counts as a color for this purpose.
Step 3: Assign the card’s abilities, if any. Assigning an Inherent Creature Ability or a Bonus Creature Ability to a card of the appropriate color modifies the card’s casting cost as noted below. Assigning other creature abilities modifies the card’s casting cost as noted below, and raises the card’s casting cost by 1 mana per creature ability. Inherent and Bonus Creature Abilities may be substituted in place of power and toughness on a +1 Mana Cost per 2 combined Power and Toughness basis.
Aggressor (+1 Mana Cost)
Tap 1 mana: this creature gets +1/+0 until end of turn.
Attacker (-1 Mana Cost)
This creature cannot block.
Deathtouch (+2 Mana Cost)
When this creature deals damage to a creature, that creature is destroyed.
Defender (-1 Mana Cost)
This creature cannot attack.
Double Strike (+2 Mana Cost)
This ability is similar to First Strike, except that it also allows a creature to deal damage again when creatures normally deal damage.
Eldritch (+1 Mana Cost)
Tap this creature: add 1 mana to your mana pool.
Fear (+1 Mana Cost)
This creature may only be blocked by creatures of its own color and artifact creatures.
First Strike (+1 Mana Cost)
This creature deals damage before other creatures which don’t have first strike.
Flash (+1 Mana Cost)
This creature can be played any time you could play an instant.
Flying (+1 Mana Cost)
This creature can only be blocked by flying creatures.
Haste (+1 Mana Cost)
This creature is unaffected by summoning sickness.
Healer (+1 Mana Cost)
Tap 1 mana and tap this creature: gain 1 life or prevent 1 damage to target creature or player.
Landhome (-1 Mana Cost)
If at any time you do not control at least one land of a single color, bury this creature.
Landwalk (+1 Mana Cost)
This creature is unblockable so long as its target player has at least one land of a single color.
Lifelink (+2 Mana Cost)
Whenever this creature deals damage, its controller gains that much life.
Protection (+1 Mana Cost)
This creature takes no damage from sources of, cannot be targeted by effects of, and cannot be blocked by creatures of a single color.
Protector (+1 Mana Cost)
Tap 1 mana: this creature gets +0/+1 until end of turn.
Rogue (+1 Mana Cost)
Tap 1 mana and tap this creature: Deal 1 damage to target creature or player.
Shroud (+1 Mana Cost)
This creature cannot be the target of spells or abilities, including its controller’s.
Twiddle (+1 Mana Cost)
Tap 1 mana and tap this creature: Tap target creature.
Vigilance (+1 Mana Cost)
Attacking does not cause this creature to tap.
Designing an Instant or Sorcery Card
Step 1: Assign the card’s abilities. Assigning an Inherent Instant/Sorcery Ability or a Bonus Instant/Sorcery Ability modifies the card’s casting cost as noted below. Assigning other instant/sorcery abilities modifies the card’s casting cost as noted below, and raises the card’s casting cost by 1 mana per instant/sorcery ability.
Counter Spell (Mana Cost 3)
This Instant counters the target spell.
Disenchant (Mana Cost 2)
This Instant destroys the target enchantment.
Drain Life
This Sorcery deals damage to the target player while simultaneously giving another target player an equal amount of life. How much damage it deals and life it gives depends on its mana cost:
Mana Damage Dealt
Cost and Life Given
1 + X X
1 3
2 5
3 6
+1 +1
Fireball
This Instant deals damage to the target creature or player. How much damage it deals depends on its mana cost:
Mana Damage
Cost Dealt
1 + X X
1 3
2 5
3 6
+1 +1
Giant Growth
This Instant increases the power and toughness of the target creature until the end of your turn. How much power and toughness it increases depends on its mana cost:
Mana Damage
Cost Dealt
1 + X X
1 3
2 5
3 6
+1 +1
Heal
This Instant gives the target player a number of life or prevents a number of damage to the target creature or player. How much life it gives or damage it prevents depends on its mana cost:
Mana Life Given or
Cost Damage Prevented
1 + X X
1 3
2 5
3 6
+1 +1
Research Library
This Sorcery allows you to look through the top cards of your library and then replace them in any order you wish. You may also place any and all cards you look through at the bottom of your library. How many cards you can look through depends on its mana cost:
Mana Cards
Cost Perused
1 + X X
1 3
2 5
3 6
+1 +1
Rust Artifact (Mana Cost 2)
This Instant destroys the target artifact.
Slay (Mana Cost 3)
This Instant destroys the target non-artifact creature.
Volcanoe Eruption (Mana Cost 2)
This Instant destroys the target land.
Designing an Aura Enchantment or Equipment Artifact Card
Step 1: Assign the card’s bonus Power and Toughness, if any. The card’s base mana cost depends on its combined power and toughness:
Mana Combined Power
Cost and Toughness
1 4
2 5
3 6
+1 +2
Step 2: For each color which you intend to include in your deck, choose two Bonus Aura/Equip Abilities. These abilities are drawn from the list of creature abilities above. Artifact counts as a color for this purpose.
Step 3: Assign the card’s abilities, if any. Assigning an Inherent Aura/Equip Ability or a Bonus Aura/Equip Ability to a card of the appropriate color modifies the card’s casting cost as noted above. Assigning other aura/equip abilities modifies the card’s casting cost as noted above, and raises the card’s casting cost by 1 mana per aura/equip ability. Inherent and Bonus Aura/Equip Abilities may be substituted in place of power and toughness on a +1 Mana Cost per 2 combined Power and Toughness basis.
Designing an Enchantment or Artifact Card
Step 1: For each color which you intend to include in your deck, choose two Bonus Enchantment/Artifact Abilities. These abilities are drawn from the list of creature abilities above. Artifact counts as a color for this purpose.
Step 2: Assign the card’s abilities, if any. Assigning an Inherent Enchantment/Artifact Ability or a Bonus Enchantment/Artifact Ability to a card of the appropriate color modifies the card’s casting cost as noted above. Assigning other enchantment/artifact abilities modifies the card’s casting cost as noted above, and raises the card’s casting cost by 1 mana per enchantment/artifact ability.
Counter Spell (Mana Cost 6)
This card counters the target spell. To activate this ability, 6 mana must be spent and this card must be tapped.
Disenchant (Mana Cost 4)
This Instant destroys the target enchantment. To activate this ability, 4 mana must be spent and this card must be tapped.
Drain Life (Mana Cost 1)
This card deals 1 damage to target player and gives target player 1 life. To activate this ability, 1 mana must be spent and this card must be tapped. This ability can only be used as a sorcery.
Fireball (Mana Cost 1)
This card deals 1 damage to target creature or player. To activate this ability, 1 mana must be spent and this card must be tapped.
Giant Growth (Mana Cost 1)
This card increases the power and toughness of a target creature until the end of your turn. To activate this ability, 1 mana must be spent and this card must be tapped.
Heal (Mana Cost 1)
This card prevents 1 damage to target creature or player or gives target player 1 life. To activate this ability, 1 mana must be spent and this card must be tapped.
Research Library (Mana Cost 1)
This card allows you to look at the top card of your library and then replace it on the top or bottom of your library. To activate this ability, 1 mana must be spent and this card must be tapped.
Rust Artifact (Mana Cost 4)
This card destroys the target artifact. To activate this ability, 4 mana must be spent and this card must be tapped.
Slay (Mana Cost 6)
This card destroys the target non-artifact creature. To activate this ability, 6 mana must be spent and this card must be tapped.
Volcanoe Eruption (Mana Cost 4)
This card destroys the target land. To activate this ability, 4 mana must be spent and this card must be tapped.
Costing Artifact and Gold Cards
Artifact cards cost 1 mana more than normal. Gold cards cost 1 mana less than normal per color which composes the card. Gold cards have a minimum mana cost of 1 mana of each color that composes the card.
Costing Uncommon, Rare and Legendary Cards
A legendary card costs 3 less mana than normal, a rare card costs 2 mana less than normal and an uncommon card costs 1 mana less than normal. Artifact cards have a minimum casting cost of 0 mana. Single-color cards have a minimum casting cost of 1 mana. Gold cards have a minimum mana cost of 1 mana of each color that composes the card.