Shard of Balokos3 Legendary Artifact [R]
Spells your opponents cast cost 1 more to cast.
When an opponent casts their second spell of the turn, sacrifice Shard of Balokos.
I also don't expect a Kor turncoat to be white, since other Kor are already usually white.
I don't understand what the color of the card has to do with the subject. The dude's rebelling against whatever force it was with, not necessarily other Kor. It's just a pretty basic descriptor as to what kind of rebel it is. It's more importantly white because it's a white effect, imo. Alright, you've had issues with both halves of its name, anything else?
I pictured the guy sweeping the spell with a turn of his coat, like a matador.
Anyway, now I need to find another IIW that I can type in five seconds :/
That is way more majestic than what I had in mind.
What does his ability have to do with being traitorous?
I'd have thought the flavor text and creature type would have led you by the nose directly to that answer, but we'll pace it out.
A turncoat is a person who shifts allegiance from one loyalty or ideal to another, betraying or deserting an original cause by switching to the opposing side or party. This much you know.
This particular turncoat knows the "tricks" aka spells and abilities aka "playbook" of it's former employer/army and therefore knows how to sidestep them.
I amended it with any semblance of flavor to help correct that, but since my last two attempts(?, I'm drunk) at flavor were lost on judges, I should probably have learned my lesson.
Kor Turncoat2W
[U]Creature - Kor Rebel[/U] [U]
Flash
When Kor Turncoat enters the battlefield, counter target spell or ability that targets a permanent you control. It's hard to trick someone who's read the playbook.
2/1
Cadaver Shaman1BG Creature - Zombie Shaman [R]
Cadaver Shaman gets -1/-1 for each insect creature you control.
Whenever you cast a spell, put a 1/1 green Insect token onto the battlefield.
4/4
In case it's not obvious, bugs are falling out of this dude.
I don't get your point. The challenge is to change one card from one cycle, not address something from multiple cycles. For anyone's situation, I'd assume that if one card in a cycle were changed, especially from the earlier set, the following card would change as well.
Howltooth Hollow
[Land] [R]
Hideaway (This land enters the battlefield tapped. When it does, look at the top four cards of your library, exile one face down, then put the rest on the bottom of your library.) T: Add B to your mana pool. B,T: You may play the exiled card without paying its mana cost if there are ten or more creature cards total in all graveyards.
Re:sift - just have the keyword say "another card". I assume other cards with the keyword might also trigger in scenarios where they die, so it'll fix it for all.
"If Warped One would die, exile it instead.
When Warped One enters or leaves the battlefield, you may pay X. If you do, sift X."
Yeah, I guess that probably is the cleanest fix, but I'm still not in love with adding another line to the card. Hmm, I wonder how bad it really is if you can reuse this dude? Need mana open...I don't know.
Warped One1GUB Legendary Creature - Ooze [M]
Warped One's power and toughness are each equal to the number of cards in your graveyard.
When Warped One enters the battlefield or dies, you may pay X. If you do, sift X.
*/*
To sift X, put the top X cards of your library into your graveyard then return another card with converted mana cost X or less from your graveyard to your hand.
What's a clean way to make sure this dude can't grab itself with the dies trigger? I'd prefer not to go with the Detention Sphere route.
This should either be red, not mythic, or (preferably) both. Yes, vigilance is weird in red, but land destruction is even weirder in green, even if it is just Islands.
Naw dawg, he's an ancient in every sense of the word. Besides, there are nine modern-faced mono green cards that can destroy land, so it's not so strange on that front. And certainly more common and less weird than vigilance in red. Green ld is less common than red, yes, but I don't feel it's necessarily wrong outside of the fact that Wizards doesn't seem as big into blatant hate cards unless it's a 2-3 mana dude or Burning Earth-types. That and red ld is a little boring. Tons of options for that big stuff between 5-8 mana for red.
As for it being mythic, it really had nothing to do with the power level, though it can certainly be a bomb if it resolves against the right deck. Mythic purely from a flavor standpoint, which falls directly in line with WotC's stated goal for mythics.
"We want the flavor of mythic rare to be something that feels very special and unique. Generally speaking we expect that to mean cards like Planeswalkers, most legends, and epic-feeling creatures and spells. They will not just be a list of each set's most powerful tournament-level cards."
Whether or not they've actually followed through with the last sentence can be disputed, but their intent is clear.
If an ancient being that can be spotted on the horizon from anywhere remembers his home before a flood hundreds(thousands?) of years ago takes his wrath out on all islands upon arrival doesn't feel mythic, I don't know what does.
If green ld weirds people out, sure, but there's no way this isn't mythic.
Legendary Artifact [R]
Spells your opponents cast cost 1 more to cast.
When an opponent casts their second spell of the turn, sacrifice Shard of Balokos.
IIW: man made monsters
Covered that.
I don't understand what the color of the card has to do with the subject. The dude's rebelling against whatever force it was with, not necessarily other Kor. It's just a pretty basic descriptor as to what kind of rebel it is. It's more importantly white because it's a white effect, imo. Alright, you've had issues with both halves of its name, anything else?
That is way more majestic than what I had in mind.
Now I want to be a matador.
I'd have thought the flavor text and creature type would have led you by the nose directly to that answer, but we'll pace it out.
A turncoat is a person who shifts allegiance from one loyalty or ideal to another, betraying or deserting an original cause by switching to the opposing side or party. This much you know.
This particular turncoat knows the "tricks" aka spells and abilities aka "playbook" of it's former employer/army and therefore knows how to sidestep them.
I amended it with any semblance of flavor to help correct that, but since my last two attempts(?, I'm drunk) at flavor were lost on judges, I should probably have learned my lesson.
[U]Creature - Kor Rebel[/U] [U]
Flash
When Kor Turncoat enters the battlefield, counter target spell or ability that targets a permanent you control.
It's hard to trick someone who's read the playbook.
2/1
IIW: man made monsters
You're a cutie.
Creature - Zombie Shaman [R]
Cadaver Shaman gets -1/-1 for each insect creature you control.
Whenever you cast a spell, put a 1/1 green Insect token onto the battlefield.
4/4
In case it's not obvious, bugs are falling out of this dude.
IIW: man made monsters
Shelldock Titan 4UU
Creature - Giant Turtle [R]
blah blah blah, do something, target opponent mills 10 cards.
5/5
I don't get your point. The challenge is to change one card from one cycle, not address something from multiple cycles. For anyone's situation, I'd assume that if one card in a cycle were changed, especially from the earlier set, the following card would change as well.
Or do you just mean the name?
[Land] [R]
Hideaway (This land enters the battlefield tapped. When it does, look at the top four cards of your library, exile one face down, then put the rest on the bottom of your library.)
T: Add B to your mana pool.
B,T: You may play the exiled card without paying its mana cost if there are ten or more creature cards total in all graveyards.
IIW: man made monsters
And boom goes the dynamite.
Yeah, I guess that probably is the cleanest fix, but I'm still not in love with adding another line to the card. Hmm, I wonder how bad it really is if you can reuse this dude? Need mana open...I don't know.
Legendary Creature - Ooze [M]
Warped One's power and toughness are each equal to the number of cards in your graveyard.
When Warped One enters the battlefield or dies, you may pay X. If you do, sift X.
*/*
What's a clean way to make sure this dude can't grab itself with the dies trigger? I'd prefer not to go with the Detention Sphere route.
IIW: man made monsters
Naw dawg, he's an ancient in every sense of the word. Besides, there are nine modern-faced mono green cards that can destroy land, so it's not so strange on that front. And certainly more common and less weird than vigilance in red. Green ld is less common than red, yes, but I don't feel it's necessarily wrong outside of the fact that Wizards doesn't seem as big into blatant hate cards unless it's a 2-3 mana dude or Burning Earth-types. That and red ld is a little boring. Tons of options for that big stuff between 5-8 mana for red.
As for it being mythic, it really had nothing to do with the power level, though it can certainly be a bomb if it resolves against the right deck. Mythic purely from a flavor standpoint, which falls directly in line with WotC's stated goal for mythics.
"We want the flavor of mythic rare to be something that feels very special and unique. Generally speaking we expect that to mean cards like Planeswalkers, most legends, and epic-feeling creatures and spells. They will not just be a list of each set's most powerful tournament-level cards."
Whether or not they've actually followed through with the last sentence can be disputed, but their intent is clear.
If an ancient being that can be spotted on the horizon from anywhere remembers his home before a flood hundreds(thousands?) of years ago takes his wrath out on all islands upon arrival doesn't feel mythic, I don't know what does.
If green ld weirds people out, sure, but there's no way this isn't mythic.