As for permissions to print or use the cards, you may print them if you intend to use them in a game test with me. Thank you and happy reading.
Card Number: 216/250
Note: This land might end up being heavily overpowered, but that is the trickiness to making a legendary mono land. I like it, but we'll just have to see.
UPDATE: And way over-powered! I had to fix this card big time. It basically allows you to resurrect anything you want from your graveyard...provided you have a buttload of swamps. Now...it might be underpowered?
Note: I wanted a mass removal land for red that had the option of also being able to deal serious damage. We'll just have to see how it fairs.
UPDATE: Screw just targeting flying!
Note: I wanted to simulate the idea of a city sinking and causing a huge tidal wave. We'll see if this card works for that effect.
UPDATE: Still tinkering with balancing this card and giving it an epic feel.
Note: And here is a green land that I feel pretty comfortable with. It gets you saprolings or life in a pinch, making it a pretty flexible card, I think.
Note: Flavor requires this one to be unique and the usefulness of it is pretty darn solid. You can only have 1 copy of a legendary card on the field, so it really feels balanced.
UPDATE: Toughness boost for a power trade-off.
Note: A beefed up twist on Evolving Wilds? I can dig it. Land transplant!
Set: Fulcrum - Fulcrum