so, lands and holdings are 'permanents' that offer some resource and/or provide an alteration to game play. each element, should get... 2. Other may have 1-3.
Waterfall Shrine
Passives
provides
each turn
if you have more
than the highest cost card in your hand, spend
get
Active
produce a Water Pillar,
optional ability ( when this is done, all non-water creatures gain +1|+0 )
Abyssal Canyon
generate
spend
, add an Abyssal Crawler to your hand
Clocktower
gain a token every turn until 12, then revert to 1. creatures with a casting cost higher than the current count are returned to their owners decks.
add a token
Precipice of Hours
both players draw an extra card every turn if able.
Divine Cathedral
add a Holy Flash to your hand
creatures gain 1 HP per turn
LightHouse
spend
get
Water creatures pay 1
to attack
Your creatures in a flooded area do not die and move to an empty un-flooded area if able
Grotto of Whispers
if you take spell damage, gain an equal amount of max HP
spend
, get
Hall of Thorns and Roses
all poisoned creatures gain +1 poison per turn.
when a player heals, they gain +1 Poison
Chasm of Jagged Stones
target flying creature loses flying until end of turns and takes 4 damage
spend
get
Iron Gate
non-flying creatures cost 1 quanta of their mark in order to attack
you do not draw a card at the beginning of your turn.
0: draw 1 card, raise the cost of this ability on all copies of this card by one until end of turn
Caldera
generate
each turn
sacrifice target creature to gain its HP in
and
Black Sand Beach
spend
gain
creatures frozen or congealed recover twice as fast
Scrapyard
when a permanent is destroyed, its owner gains its casting cost in
(random quanta)
Abandoned Satellite
hands are revealed to each player
spend
, draw a card if able
Underground River
generate
each turn
burrowed creatures are immune to flooding
Cliff City
target creature you control enters cliff city
cliff city gains a number of counters equal to its casting cost
remove a counter
when all counters are removed
generate a copy of the creature
Estate Mausoleum
whenever a creature you control dies, gain a counter
if you do not have enough Quanta to play a card, remove a number of counters equal to the difference and play the card
(all copies of this card would lose that amount)
Haunted Mansion
spend
get
target creature may not attack this turn and is delayed for X turn where X equals the number of undead creatures you control
Dark Forest
generate
each turn
spend
get
Obsidian Altar
destroy target creature in play, gain its casting cost in
spend
get
Windmill
spend
get
creatures with flying must pay 1 quanta of their type in order to attack you
Mountain Peak Shrine
spend
add a Freeze/Congeal to your hand
generate
each turn
Light creatures with flying are unblockable
Pocket Dimension
target permanent leaves play and is unblockable
0: return permanent to play in its current state
Other World Portal
target creature leaves play for 1 round, after 1 round it returns to play and deals its attack power to the opponent (this is damage dealt directly, not spell damage) any poison or other effects are activated this is consider "from behind' and ignores shields