All lands act like normal pillars and produce quantum of their element, add 1 extra quantum when played if upped. X is always equal to the rare land stack size.
Activated ability cost is always "delay this stack for 3 turns". Ability is a subject to "summoning sickness" - unusable in the 1st round the initial land is played but playing 2nd to 6th copy does not trigger the sickness any more.
Scorched basin - opponent creatures get -X/-X for ONE round.
Observatory - your opponent plays with hand revealed as long as this stack is delayed, draw X/2 (rounded down) extra cards each turn.
Necropolis - all your creatures with HP <= X killed while Necropolis is delayed come back on top of your deck if destroyed.
Stampede - your creatures get +X/+X and ignore shields for ONE turn, where X is the size of the Stampede stack.
Chaos vortex - Gain X*3 random quanta every turn, your opponent loses X random quanta every turn as long as this stack is delayed.
Infestation Pit - spawn X 1/1 vampire creatures every turn.
Fissure - delay X+1 random opponent lands as long as this stack is delayed.
Diamond Mine - all your creatures gain: X Earth - produce X earth quanta every turn as long as this stack is delayed.
Safe Heaven - Gain Safe heaven status effect- all damage that would reduce your hp below 1 for the next turn is negated. Heal X*15 HP. Destroy 2 Safe Heavens.
Psionic field - As long as Psionic field is delayed your opponent is limited to max. 6-X spells per round.
Frozen lake - freeze up to X random opponent permanents. Freeze up to 1-X your random permanents.
Storm cloud - attacking creatures have a X*20% chance to miss you as long as this stack is delayed.
Some abilities could use balancing. I'm not sure if
isn't too hard to implement in the current game code.
The initial intent was to make these land rare, but I'm not sure it's a good idea any more.
Other ideas:
- Add 10-20 hp cost to the activation to make it a conscious decision, not an obligatory click.
- Upgrading could affect the ability as well.