Arixmethes, the Lost City 9UUU
14/14
Legendary Creature - Kraken
Hexproof
When Arixmethes enters the battlefield, return all other non-land permanents to their owners hands, except for Octopus, Leviathan, Serpent or Kraken type creatures you control.
Whenever Arixmethes attacks, untap all Islands you control.
When Arixmethes is put into a graveyard from anywhere, shuffle it into its owner's library.
Olantin
Legendary Land
Olantin enters the battlefield tapped. T: Add U to your mana pool equal to your devotion to Blue. Spend this mana only to cast Blue creature spells. Mysterious Olantin, a ghost city in the abyss. Knowledge and riches lost. A lesson in hubris alone.
Adrasteia of the Fates5BB
Legendary Enchantment Creature - Hag
Indestructible
Whenever a player loses life, you gain 1 life.
Whenever you draw a card, each opponent sacrifices a creature.
Whenever an opponent draws a card, each opponent loses 1 life.
1/3
Tale of Twin FatesR
Sorcery
Draw a card for each player dealt damage this turn. Then discard a card for each creature that died this turn. The loving bond of Pavios and Thanasis was powerful enough to conquer the boundaries of men, but not the tragic will of the fates. Too often their whims were benefit to Erebos alone.
Dakra Isles
Legendary Enchantment Land
Dakra Isles is Indestructible T: Add U to your mana pool. Korinna the triton queen, felled by a human's harpoon. Thassa's tears stood tall on the face of the sea, as eternal as the fates themselves.
Because of Kiora's comment about Arixmethes, I think it would be better if they were the same size as Kozilek.
Both of your lands are probably broken, definitely Olantin.
Adrasteia abilities put it on the same level as Sheoldred, so I want to cost it at 7 but it has such a small body that it doesn't feel right.
Tale of Twin Fates is very interesting and probably fine at R rather than 1R, in non multiplayer it is very hard to gain card advantage from this and in multiplayer it is very easy to lose advantage with this.
Because of Kiora's comment about Arixmethes, I think it would be better if they were the same size as Kozilek.
Both of your lands are probably broken, definitely Olantin.
Adrasteia abilities put it on the same level as Sheoldred, so I want to cost it at 7 but it has such a small body that it doesn't feel right.
Tale of Twin Fates is very interesting and probably fine at R rather than 1R, in non multiplayer it is very hard to gain card advantage from this and in multiplayer it is very easy to lose advantage with this.
Kiora said he's at least as big as Kozilek, which to me suggested he could be larger. Still, 12/12 is impressive enough.
Olantin can only tap pay for Blue creature spells, though. And both are Legendary. I could make Olantin similar to Nykthos I suppose and cost it at 2 and tap to use the ability. Any suggestions?
I made her a 1/3 because she is one of the three fates, haha. But I could make her larger. I agree costing her at 7 is superior.
True, R is a better cost for that spell. Will adjust.
Olantin wouldn't be good enough if it cost 2 to activate, but 1 should be fine if it isn't then it could enter tapped as well. Its problem is how ridiculously explosive it gets without even a strong opener. An island into a one-drop immediately makes this at least an island, with a second one-drop this allows you to power out a two-drop with that one-drop. Even with just a one then two drop this can have you casting a five-drop on turn 3 in blue! Nykthos had some insane turns but only after lengthy set up or Burning-Tree Emissary which may have been a mistake by Wizards but it didn't wreck standard so its fine. But without a mana cost on this it accelerates you way too fast.
Dakra Isles isn't obviously broken, but it is obviously too powerful. The simple test for nonbasic powerlevel is they can't be strictly better than a basic. The tenets of a basic land are: enters untapped and produces colored mana; the basic supertype, land subtype, and ignoring the 4 of rule aren't considered for whether or not it is better. So if your land does either of these it can't do the other without a downside, and especially with an upside. You've added the card type enchantment to an island which can be both an upside and a downside so it is already crossing the boundary of better than a basic, then you add Indestructible and it becomes a no contest. There is no downside to replacing a single island in your deck with this card so it is better than a basic. The best thing to do is add ETB tapped and give is a secondary effect.
Olantin Dakra Isles isn't obviously broken, but it is obviously too powerful. The simple test for nonbasic powerlevel is they can't be strictly better than a basic. The tenets of a basic land are: enters untapped and produces colored mana; the basic supertype, land subtype, and ignoring the 4 of rule aren't considered for whether or not it is better. So if your land does either of these it can't do the other without a downside, and especially with an upside. You've added the card type enchantment to an island which can be both an upside and a downside so it is already crossing the boundary of better than a basic, then you add Indestructible and it becomes a no contest. There is no downside to replacing a single island in your deck with this card so it is better than a basic. The best thing to do is add ETB tapped and give is a secondary effect.
It's legendary, which is a significant drawback for a land.
Olantin Dakra Isles isn't obviously broken, but it is obviously too powerful. The simple test for nonbasic powerlevel is they can't be strictly better than a basic. The tenets of a basic land are: enters untapped and produces colored mana; the basic supertype, land subtype, and ignoring the 4 of rule aren't considered for whether or not it is better. So if your land does either of these it can't do the other without a downside, and especially with an upside. You've added the card type enchantment to an island which can be both an upside and a downside so it is already crossing the boundary of better than a basic, then you add Indestructible and it becomes a no contest. There is no downside to replacing a single island in your deck with this card so it is better than a basic. The best thing to do is add ETB tapped and give is a secondary effect.
It's legendary, which is a significant drawback for a land.
No, ever sense the most recent change legendary hasn't been seen as a significant draw back on lands. Which is why they are open to making more. Legendary is not a downside in the same way basic isn't an upside. They definitely matter but not for the purpose of whether it is better or not.
Olantin Dakra Isles isn't obviously broken, but it is obviously too powerful. The simple test for nonbasic powerlevel is they can't be strictly better than a basic. The tenets of a basic land are: enters untapped and produces colored mana; the basic supertype, land subtype, and ignoring the 4 of rule aren't considered for whether or not it is better. So if your land does either of these it can't do the other without a downside, and especially with an upside. You've added the card type enchantment to an island which can be both an upside and a downside so it is already crossing the boundary of better than a basic, then you add Indestructible and it becomes a no contest. There is no downside to replacing a single island in your deck with this card so it is better than a basic. The best thing to do is add ETB tapped and give is a secondary effect.
It's legendary, which is a significant drawback for a land.
No, ever sense the most recent change legendary hasn't been seen as a significant draw back on lands. Which is why they are open to making more. Legendary is not a downside in the same way basic isn't an upside. They definitely matter but not for the purpose of whether it is better or not.
Stone Raining yourself or having to mulligan when you draw two of these is a big deal. I would not automatically replace my islands with these.
I feel like cards such as Cabal Coffers is far more broken than Olantin. And the only advantage to Dakra Isles is being an enchantment, which as others have mentioned, can also be a downside. Sure, you can search it with Idyllic Tutor or Zur the Enchanter, but it's susceptible to other things too. Both are legendary, so any benefit to having them is offset by that. One wouldn't play more than 4, and even 4 might be too much.
Olantin cares about creatures which Blue doesn't typically care much about IMO. In a new Theros standard with devotion it could be relevant more often, but overall, probably not as much.
Olantin Dakra Isles isn't obviously broken, but it is obviously too powerful. The simple test for nonbasic powerlevel is they can't be strictly better than a basic. The tenets of a basic land are: enters untapped and produces colored mana; the basic supertype, land subtype, and ignoring the 4 of rule aren't considered for whether or not it is better. So if your land does either of these it can't do the other without a downside, and especially with an upside. You've added the card type enchantment to an island which can be both an upside and a downside so it is already crossing the boundary of better than a basic, then you add Indestructible and it becomes a no contest. There is no downside to replacing a single island in your deck with this card so it is better than a basic. The best thing to do is add ETB tapped and give is a secondary effect.
It's legendary, which is a significant drawback for a land.
No, ever sense the most recent change legendary hasn't been seen as a significant draw back on lands. Which is why they are open to making more. Legendary is not a downside in the same way basic isn't an upside. They definitely matter but not for the purpose of whether it is better or not.
Stone Raining yourself or having to mulligan when you draw two of these is a big deal. I would not automatically replace my islands with these.
Yes, destroying your own lands to get your land play for the turn isn't ideal but that isn't what is being discussed. Its not a problem of should I run as many as possible of this land over basics but is there any downside to replacing a basic with this land. For legendary the answer is no. In most situations replacing a single Island with these Dakra Isles will not net you any disadvantage and could give you advantages. If you keep printing legendary lands that are strictly better than basics you run into the exact same problem of printing non legendary lands that are strictly better than basics, just slower. So being legendary isn't 'enough' of a downside, it is definitely a downside that should be taken in to consideration for the card's overall power level but it crosses the line of better than a basic and shouldn't be printed(as it is). A very simple way of knowing if a card crosses this line(if you don't like the simple rules earlier) is if you have to invent a situation where the land isn't better; meaning it requires several cards, significant deck building choices, or an entire environment crafted around its existence then the card is strictly better than a basic. So the scenario of "Well if I have an opening hand of two of these it isn't better" fails because it requires two distinct cards. The argument of "This would be printed in a situation where enchantment exiling will be more common and maybe maindeckable" isn't relevant because we aren't talking about the cards individual power level and effect on a meta but whether or not it crosses a line that shouldn't be crossed for the health of the game. If you can swap this card 1 for 1 without any noticeable downside then the card crosses that line.
I feel like cards such as Cabal Coffers is far more broken than Olantin. And the only advantage to Dakra Isles is being an enchantment, which as others have mentioned, can also be a downside. Sure, you can search it with Idyllic Tutor or Zur the Enchanter, but it's susceptible to other things too. Both are legendary, so any benefit to having them is offset by that. One wouldn't play more than 4, and even 4 might be too much.
Olantin cares about creatures which Blue doesn't typically care much about IMO. In a new Theros standard with devotion it could be relevant more often, but overall, probably not as much.
Cabal Coffers probably is more powerful than Olantin but coffers wouldn't be printed today because of how powerful it is, so its a moot point. Also I yield that being an enchantment is a minor up/downside that has to be carefully considered whether it crosses that line. However Dakra Isles is also indestructible, which is significant so it undoubtedly crosses the line of better than a basic.
Olantin Dakra Isles isn't obviously broken, but it is obviously too powerful. The simple test for nonbasic powerlevel is they can't be strictly better than a basic. The tenets of a basic land are: enters untapped and produces colored mana; the basic supertype, land subtype, and ignoring the 4 of rule aren't considered for whether or not it is better. So if your land does either of these it can't do the other without a downside, and especially with an upside. You've added the card type enchantment to an island which can be both an upside and a downside so it is already crossing the boundary of better than a basic, then you add Indestructible and it becomes a no contest. There is no downside to replacing a single island in your deck with this card so it is better than a basic. The best thing to do is add ETB tapped and give is a secondary effect.
It's legendary, which is a significant drawback for a land.
No, ever sense the most recent change legendary hasn't been seen as a significant draw back on lands. Which is why they are open to making more. Legendary is not a downside in the same way basic isn't an upside. They definitely matter but not for the purpose of whether it is better or not.
Stone Raining yourself or having to mulligan when you draw two of these is a big deal. I would not automatically replace my islands with these.
Yes, destroying your own lands to get your land play for the turn isn't ideal but that isn't what is being discussed. Its not a problem of should I run as many as possible of this land over basics but is there any downside to replacing a basic with this land. For legendary the answer is no. In most situations replacing a single Island with these Dakra Isles will not net you any disadvantage and could give you advantages. If you keep printing legendary lands that are strictly better than basics you run into the exact same problem of printing non legendary lands that are strictly better than basics, just slower. So being legendary isn't 'enough' of a downside, it is definitely a downside that should be taken in to consideration for the card's overall power level but it crosses the line of better than a basic and shouldn't be printed(as it is). A very simple way of knowing if a card crosses this line(if you don't like the simple rules earlier) is if you have to invent a situation where the land isn't better; meaning it requires several cards, significant deck building choices, or an entire environment crafted around its existence then the card is strictly better than a basic. So the scenario of "Well if I have an opening hand of two of these it isn't better" fails because it requires two distinct cards. The argument of "This would be printed in a situation where enchantment exiling will be more common and maybe maindeckable" isn't relevant because we aren't talking about the cards individual power level and effect on a meta but whether or not it crosses a line that shouldn't be crossed for the health of the game. If you can swap this card 1 for 1 without any noticeable downside then the card crosses that line.
I feel like cards such as Cabal Coffers is far more broken than Olantin. And the only advantage to Dakra Isles is being an enchantment, which as others have mentioned, can also be a downside. Sure, you can search it with Idyllic Tutor or Zur the Enchanter, but it's susceptible to other things too. Both are legendary, so any benefit to having them is offset by that. One wouldn't play more than 4, and even 4 might be too much.
Olantin cares about creatures which Blue doesn't typically care much about IMO. In a new Theros standard with devotion it could be relevant more often, but overall, probably not as much.
Cabal Coffers probably is more powerful than Olantin but coffers wouldn't be printed today because of how powerful it is, so its a moot point. Also I yield that being an enchantment is a minor up/downside that has to be carefully considered whether it crosses that line. However Dakra Isles is also indestructible, which is significant so it undoubtedly crosses the line of better than a basic.
I'm not sure why legendary lands wouldn't be better than basics, though. I mean, of course people played Nykthos over an Island for example, but only so many as a non-basic, and only benefitted from one in play because it is Legendary. Darkra Isles is susceptible to enchantment exiling effects in White and Green, for example.
I made Olantin ETB tapped. It's a sunken city too, so there's flavor in that too. Alternatively, I could make it not untap the next untap step when tapped for mana? But that seemed to be too much of a handicap for what I'd like to be a powerful card, but not broken.
Olantin Dakra Isles isn't obviously broken, but it is obviously too powerful. The simple test for nonbasic powerlevel is they can't be strictly better than a basic. The tenets of a basic land are: enters untapped and produces colored mana; the basic supertype, land subtype, and ignoring the 4 of rule aren't considered for whether or not it is better. So if your land does either of these it can't do the other without a downside, and especially with an upside. You've added the card type enchantment to an island which can be both an upside and a downside so it is already crossing the boundary of better than a basic, then you add Indestructible and it becomes a no contest. There is no downside to replacing a single island in your deck with this card so it is better than a basic. The best thing to do is add ETB tapped and give is a secondary effect.
It's legendary, which is a significant drawback for a land.
No, ever sense the most recent change legendary hasn't been seen as a significant draw back on lands. Which is why they are open to making more. Legendary is not a downside in the same way basic isn't an upside. They definitely matter but not for the purpose of whether it is better or not.
Stone Raining yourself or having to mulligan when you draw two of these is a big deal. I would not automatically replace my islands with these.
Yes, destroying your own lands to get your land play for the turn isn't ideal but that isn't what is being discussed. Its not a problem of should I run as many as possible of this land over basics but is there any downside to replacing a basic with this land. For legendary the answer is no. In most situations replacing a single Island with these Dakra Isles will not net you any disadvantage and could give you advantages. If you keep printing legendary lands that are strictly better than basics you run into the exact same problem of printing non legendary lands that are strictly better than basics, just slower. So being legendary isn't 'enough' of a downside, it is definitely a downside that should be taken in to consideration for the card's overall power level but it crosses the line of better than a basic and shouldn't be printed(as it is). A very simple way of knowing if a card crosses this line(if you don't like the simple rules earlier) is if you have to invent a situation where the land isn't better; meaning it requires several cards, significant deck building choices, or an entire environment crafted around its existence then the card is strictly better than a basic. So the scenario of "Well if I have an opening hand of two of these it isn't better" fails because it requires two distinct cards. The argument of "This would be printed in a situation where enchantment exiling will be more common and maybe maindeckable" isn't relevant because we aren't talking about the cards individual power level and effect on a meta but whether or not it crosses a line that shouldn't be crossed for the health of the game. If you can swap this card 1 for 1 without any noticeable downside then the card crosses that line.
I feel like cards such as Cabal Coffers is far more broken than Olantin. And the only advantage to Dakra Isles is being an enchantment, which as others have mentioned, can also be a downside. Sure, you can search it with Idyllic Tutor or Zur the Enchanter, but it's susceptible to other things too. Both are legendary, so any benefit to having them is offset by that. One wouldn't play more than 4, and even 4 might be too much.
Olantin cares about creatures which Blue doesn't typically care much about IMO. In a new Theros standard with devotion it could be relevant more often, but overall, probably not as much.
Cabal Coffers probably is more powerful than Olantin but coffers wouldn't be printed today because of how powerful it is, so its a moot point. Also I yield that being an enchantment is a minor up/downside that has to be carefully considered whether it crosses that line. However Dakra Isles is also indestructible, which is significant so it undoubtedly crosses the line of better than a basic.
Got it. I was overvaluing the Legendary supertype as a drawback because it didn't occur to me to think about what would happen if several Legendary Islands (with no other drawbacks) were printed. Once a critical point was reached, you could just replace all your basic Islands en masse. Drawing two nonbasics of the same type is a regular occurrence, so I do think it's a significant drawback in-game, but, as you said, it can be too easily circumvented during deckbuilding, especially if more Legendary Islands of this type were printed.
Being an enchantment is almost always going to be an upside as there aren't many cards that exile enchantments. It's similar to how being a Mountain is almost never a downside to Volcanic Island- there aren't enough Mountain-destroying cards that get played for it to really matter.
Olantin
Legendary Land
Olantin enters the battlefield tapped. U, T: Add U to your mana pool equal to your devotion to Blue. Spend this mana only to cast Blue creature spells. Mysterious Olantin, a ghost city in the abyss. Knowledge and riches lost. A lesson in hubris alone.
Also I wish they'd make a card like this:
Rust Flower UG
Creature - Plant Ooze
0/1
Defender
Sacrifice Rust Flower: Search your Library for a Kraken, Leviathan, Octopus or Serpent Creature card and reveal it. Shuffle your library, then put the card on top of it.
This latest version of Olantin is more mana-efficient than Nykthos, Shrine to Nyx by one; but of course, it's also far narrower and ETBs tapped, so I think it's altogether fair.
Rust Flower looks okay and in fact could be a bit better stat-wise as narrow "slow-tutors" aren't that expensive effects. The name and type are odd; is this some flavor reference I'm missing?
This latest version of Olantin is more mana-efficient than Nykthos, Shrine to Nyx by one; but of course, it's also far narrower and ETBs tapped, so I think it's altogether fair.
Rust Flower looks okay and in fact could be a bit better stat-wise as narrow "slow-tutors" aren't that expensive effects. The name and type are odd; is this some flavor reference I'm missing?
I love Olantin. It works to cast giant sea monsters, something Blue on Theros likes to do. And that in turn gives Devotion, to Olantin and Thassa. It makes sense a sunken city would have a bunch of sea monsters around to fuel it.
Greece is highly volcanic, so I figured I'd give a shout out to bacterial mats growing in odd formations on the sea floor around hydrothermal vents, where sea monsters would lurk. I could make it a 0/4 like Thing in the Ice, so I'll edit that.
9UUU
14/14
Legendary Creature - Kraken
Hexproof
When Arixmethes enters the battlefield, return all other non-land permanents to their owners hands, except for Octopus, Leviathan, Serpent or Kraken type creatures you control.
Whenever Arixmethes attacks, untap all Islands you control.
When Arixmethes is put into a graveyard from anywhere, shuffle it into its owner's library.
Olantin
Legendary Land
Olantin enters the battlefield tapped.
T: Add U to your mana pool equal to your devotion to Blue. Spend this mana only to cast Blue creature spells.
Mysterious Olantin, a ghost city in the abyss. Knowledge and riches lost. A lesson in hubris alone.
Adrasteia of the Fates 5BB
Legendary Enchantment Creature - Hag
Indestructible
Whenever a player loses life, you gain 1 life.
Whenever you draw a card, each opponent sacrifices a creature.
Whenever an opponent draws a card, each opponent loses 1 life.
1/3
Tale of Twin Fates R
Sorcery
Draw a card for each player dealt damage this turn. Then discard a card for each creature that died this turn.
The loving bond of Pavios and Thanasis was powerful enough to conquer the boundaries of men, but not the tragic will of the fates. Too often their whims were benefit to Erebos alone.
Dakra Isles
Legendary Enchantment Land
Dakra Isles is Indestructible
T: Add U to your mana pool.
Korinna the triton queen, felled by a human's harpoon. Thassa's tears stood tall on the face of the sea, as eternal as the fates themselves.
|| UW Jace, Vyn's Prodigy UW || UG Kenessos, Priest of Thassa (feat. Arixmethes) UG ||
Cards I still want to see created:
|| Olantin, Lost City || Pavios and Thanasis || Choryu ||
Both of your lands are probably broken, definitely Olantin.
Adrasteia abilities put it on the same level as Sheoldred, so I want to cost it at 7 but it has such a small body that it doesn't feel right.
Tale of Twin Fates is very interesting and probably fine at R rather than 1R, in non multiplayer it is very hard to gain card advantage from this and in multiplayer it is very easy to lose advantage with this.
Olantin can only tap pay for Blue creature spells, though. And both are Legendary. I could make Olantin similar to Nykthos I suppose and cost it at 2 and tap to use the ability. Any suggestions?
I made her a 1/3 because she is one of the three fates, haha. But I could make her larger. I agree costing her at 7 is superior.
True, R is a better cost for that spell. Will adjust.
|| UW Jace, Vyn's Prodigy UW || UG Kenessos, Priest of Thassa (feat. Arixmethes) UG ||
Cards I still want to see created:
|| Olantin, Lost City || Pavios and Thanasis || Choryu ||
Dakra Isles isn't obviously broken, but it is obviously too powerful. The simple test for nonbasic powerlevel is they can't be strictly better than a basic. The tenets of a basic land are: enters untapped and produces colored mana; the basic supertype, land subtype, and ignoring the 4 of rule aren't considered for whether or not it is better. So if your land does either of these it can't do the other without a downside, and especially with an upside. You've added the card type enchantment to an island which can be both an upside and a downside so it is already crossing the boundary of better than a basic, then you add Indestructible and it becomes a no contest. There is no downside to replacing a single island in your deck with this card so it is better than a basic. The best thing to do is add ETB tapped and give is a secondary effect.
Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
1/1
Gold: 0
Inventory: Clothes
Abilities:
Traits: Speed
Experience: 6/20
Mana: R
Odula Besa (U/B)
Creature - Vampire Artificer
T: Target artifact creature gets your choice of -1/-0 or +1/+0 until end of turn.
1/1
Gold: 41
Inventory: Adventurer's Clothes, Basic Artificer Toolkit, 3 pounds of Basic metal.
Abilities: N/A
Current Goals:
Experience: 1/20
Mana: 2(U/B)(U/B)
It's legendary, which is a significant drawback for a land.
Stone Raining yourself or having to mulligan when you draw two of these is a big deal. I would not automatically replace my islands with these.
Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
1/1
Gold: 0
Inventory: Clothes
Abilities:
Traits: Speed
Experience: 6/20
Mana: R
Odula Besa (U/B)
Creature - Vampire Artificer
T: Target artifact creature gets your choice of -1/-0 or +1/+0 until end of turn.
1/1
Gold: 41
Inventory: Adventurer's Clothes, Basic Artificer Toolkit, 3 pounds of Basic metal.
Abilities: N/A
Current Goals:
Experience: 1/20
Mana: 2(U/B)(U/B)
Olantin cares about creatures which Blue doesn't typically care much about IMO. In a new Theros standard with devotion it could be relevant more often, but overall, probably not as much.
|| UW Jace, Vyn's Prodigy UW || UG Kenessos, Priest of Thassa (feat. Arixmethes) UG ||
Cards I still want to see created:
|| Olantin, Lost City || Pavios and Thanasis || Choryu ||
Cabal Coffers probably is more powerful than Olantin but coffers wouldn't be printed today because of how powerful it is, so its a moot point. Also I yield that being an enchantment is a minor up/downside that has to be carefully considered whether it crosses that line. However Dakra Isles is also indestructible, which is significant so it undoubtedly crosses the line of better than a basic.
I'm not sure why legendary lands wouldn't be better than basics, though. I mean, of course people played Nykthos over an Island for example, but only so many as a non-basic, and only benefitted from one in play because it is Legendary. Darkra Isles is susceptible to enchantment exiling effects in White and Green, for example.
I made Olantin ETB tapped. It's a sunken city too, so there's flavor in that too. Alternatively, I could make it not untap the next untap step when tapped for mana? But that seemed to be too much of a handicap for what I'd like to be a powerful card, but not broken.
|| UW Jace, Vyn's Prodigy UW || UG Kenessos, Priest of Thassa (feat. Arixmethes) UG ||
Cards I still want to see created:
|| Olantin, Lost City || Pavios and Thanasis || Choryu ||
Got it. I was overvaluing the Legendary supertype as a drawback because it didn't occur to me to think about what would happen if several Legendary Islands (with no other drawbacks) were printed. Once a critical point was reached, you could just replace all your basic Islands en masse. Drawing two nonbasics of the same type is a regular occurrence, so I do think it's a significant drawback in-game, but, as you said, it can be too easily circumvented during deckbuilding, especially if more Legendary Islands of this type were printed.
Being an enchantment is almost always going to be an upside as there aren't many cards that exile enchantments. It's similar to how being a Mountain is almost never a downside to Volcanic Island- there aren't enough Mountain-destroying cards that get played for it to really matter.
Olantin
Legendary Land
Olantin enters the battlefield tapped.
U, T: Add U to your mana pool equal to your devotion to Blue. Spend this mana only to cast Blue creature spells.
Mysterious Olantin, a ghost city in the abyss. Knowledge and riches lost. A lesson in hubris alone.
Also I wish they'd make a card like this:
Rust Flower
UG
Creature - Plant Ooze
0/1
Defender
Sacrifice Rust Flower: Search your Library for a Kraken, Leviathan, Octopus or Serpent Creature card and reveal it. Shuffle your library, then put the card on top of it.
|| UW Jace, Vyn's Prodigy UW || UG Kenessos, Priest of Thassa (feat. Arixmethes) UG ||
Cards I still want to see created:
|| Olantin, Lost City || Pavios and Thanasis || Choryu ||
Rust Flower looks okay and in fact could be a bit better stat-wise as narrow "slow-tutors" aren't that expensive effects. The name and type are odd; is this some flavor reference I'm missing?
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Greece is highly volcanic, so I figured I'd give a shout out to bacterial mats growing in odd formations on the sea floor around hydrothermal vents, where sea monsters would lurk. I could make it a 0/4 like Thing in the Ice, so I'll edit that.
|| UW Jace, Vyn's Prodigy UW || UG Kenessos, Priest of Thassa (feat. Arixmethes) UG ||
Cards I still want to see created:
|| Olantin, Lost City || Pavios and Thanasis || Choryu ||