Embarrassment of Riches
Settle in, rookie. It looks like you have a lot to learn about how things work on Alezenim. The long and short of it is... there's plenty - of everything! From the mighty Shunkaw and Ellobray rivers teeming with salmon and just begging to sifted for treasure, to the woodlands of Ireekona with their plentiful timber and fertile soil, riches are there for the taking, if you only have the brains, the guts, and the get-up-and-go attitude! It's larger-than-life personalities that thrive on Alezenim, where word travels fast as long as it's backed up with action. Even in the dandified cities and sheltered towns you'll hear tell of supernaturally fast lumberjacks, blind sharpshooters, riverboat steersmen who can't be drowned, and lots more types of folk you'd never believe existed until you met the people behind the tall tales. The cities, too, have their own whoppers, like financiers so rich everything they own is encrusted in diamond - but nobody's quite as rich, or famous, or fast, strong, smart, and lucky, as the mean ol' Elder Dragon who may or may not be running the whole show from her mansion-fortress looming higher even than the planar capitol. Oh - and one more thing: You shouldn't pay no mind to the pusillanimous pessimists who insist that Alezenim's natural bounty is on the verge of running out...
Scum and... Heroism?
Much of the trading, exploration, and general dashingness on Alezenim is carried out under the auspices of four major business concerns. The Grinning Junction Ferry Company provides transport, navigation, and related services along the high-speed Shunkaw riverway and its tributaries (rumors of smuggling and piracy have no publicly available proof). Baighlei and Daughters Outfitters are a rough-and-tumble lot who happen to be indispensable if you need any sort of material supply for wilderness trekking, from arms to genuine grizzly-flavored jerky. Hardaxe and Hornsaw always have one thing on the mind, and that's wood, whether it be timber needed for shipbuilding, leaves for preparing medicine, or kindling for fuel. And should you have a burning need to publish your adventures as a sensational travelogue or just want to bone up on the animal tracks of the Ireekona before your next excursion, Crenitid Publishing has you covered from cover to cover.
An Elder Investment
Grazseyela Macdomhnall is very old and very rich, but also generous and civic-minded, and has retained her youthful beauty by draconic measure. In many ways the Elder Dragon of Alezenim, whose early ventures became the four major companies that employ and serve so many of the plane's people, is a paragon of what it means to be successful on her plane. That is why it is so troubling that she hasn't been seen out in society for years, and has not thrown one of her trademark lavish parties for even longer. Her attendants insist she is at home, drawing up plans for future endeavors, but she may well know something about what's to come on Alezenim that no one else does - something exceedingly troubling. For Sarkhan to strike a deal with Grazseyela, he first needs to find her.
Old-School Upkeep W 0%; U 20%; B 40%; R 10%; G 30%
Within the context of Legends 2, Alezenim represents the theme of upkeep costs, found in the four nonwhite colors. On the surface this is a purely "drawback" theme, and hence our Spikiest theme, as it mostly allows for undercosted creatures. However, there is Johnny appeal with the various interactions possible with the upkeep step and triggers.
The Grinning Junction Ferry Company ((U/B)) are the kings and queens of getting you where you want to go - and occasionally getting other people where they might not want to go, for an extra fee. They manage most of the ubiquitous riverboat traffic along the water-crossed lands of Alezenim and have a reputation as the most underhanded of the four top companies, having no qualms about doing anything seedy for any client. Ironically, they are also essentially a public utility, having been placed by Grazseyela in trust for all of Alezenim's people.
Grinning Junction re-invests its profits in generally making its transportation faster, sleeker, and better, including researching propulsion, cloaking, and submersion. Their headquarters is a massive shipyard along the widest and deepest part of the Shunkaw River.
Design Notes: The Grinning Junction Ferry Company has some of the biggest fatties with the steepest upkeep costs, in the tradition of Leviathan and Lord of the Pit.
All sapients who work for the Grinning Junction Ferry Company have the class type Pirate or Rogue. Race types you may see include Human and Salamander (i.e. Amphin), and nonsapient creatures in Grinning Junction territory may be Crocodiles, Fish, Frogs, Snakes, and others.
Baighlei and Daughters Outfitters ((B/G)) are the no-nonsense and practical conglomerate that supplies personal items to most of Alezenim's wilderness pioneers as well as its wary urbanites. At a Baighlei and Daughters trading post, you can find everything from knives and rope to small explosives and wayfinding devices, most of it made with proprietary methods by the company's own artisans These supplies tend to be notoriously durable and some swear they have a will to survive all their own, enhancing that of their users. Little is said about just how these products are manufactured. As the name implies, the company is run by the halfdemon Madam Baighlei and her three comely daughters, who are scarcely ever at the company headquarters in an elaborate tree fort in Ireekona due to their own propensity for adventure.
Among the companies, Baighlei and Daughters is the most staunchly traditional, doing things the way it always has since its founding simply because those methods work.
Design Notes: Baighlei and Daughters emphasizes aggressive low-cost cards with relatively manageable upkeep costs, and also has the greatest amount of triggered abilities that utilize outside upkeep payments.
Sapients who work for Baighlei and Daughters have the Artificer or Warrior class type, and can be Humans, Elves, or Demons. Wild animals in their territory can include Elk, Bats, Yetis, and others.
Hardaxe and Hornsaw ((R/G)) are lumberjacks, and they're okay. An independent and resourceful lot, the employees of Hardaxe and Hornsaw provide a great deal of the raw materials for other companies - mostly timber, of course, but they also forage for various other products of the woods and have sidelines in furs, mining, and land reshaping. The company's leadership is a motley bunch - a Goblin, a Dryad, an Ogre, and two Humans overseeing various departments within Hardaxe and Hornsaw but no one of them having total authority over the others. It is Hardaxe and Hornsaw that most clearly embodies the optimism and enterprising attitude of Alezenim. This lofty outlook is reflected by their headquarters, near the summit of the tallest peak on the plane.
Hardaxe and Hornsaw is interested in machinery for resource extraction such as tree-chopping engines, new metallurgical techniques, new fuels, and generally being able to bend more and more of Alezenim's natural wonders to civilized use.
Design Notes: Hardaxe and Hornsaw wants to use its upkeep payments to grow its permanents over time. It is also ready to sacrifice lesser pieces to fuel a greater goal.
Sapients who work for Hardaxe and Hornsaw have Warrior, Scout, and similar types, and can be Humans, Goblins, Dryads, Ogres (as noted before), and various others. Wild creatures in their territory may include Bears, Cats, Birds, and Squirrels.
If knowledge exists on Alezenim, Crenitid Publishing ((U/R)) has put out a book containing it. In the absence of movable type, Crenitid relies on magical scribing and duplication techniques to give fine and not-so-fine literature to the masses. The house of Crenitid cranks out maps, guidebooks, apothecary manuals, bestiaries, and sundry other books of importance, as well as the memoirs of the great and good as well as great and bad. They also sell items of the sort that those looking to research for a book might be interested in: Spyglasses, sextants, and minor magical tools. Crenitid's master is a single charismatic personality, the sagacious Giant named Ruckleby, and it is by his word that fame is gained and lost on Alezenim. The most urban of the four companies, Crenitid's headquarters is a lavishly appointed archive near the capitol and Grazseyela's palace in the immense Edinlorne City.
Crenitid uses much of its profits towards the theoretical sciences, as well as funding alchemy and engineering.
Design Notes: Crenitid tries to get around upkeep costs, with various ways of cheating the requirements. It also has a few esoteric activated and triggered abilities to whip out.
Sapients who work for Crenitid Publishing have the Wizard, Shaman, or Rogue types and are most often Human. Animals in their territory are usually of the domesticated variety: Cats, Hounds, and Drakes.
Design Notes: White mana permeates Alezenim, from its sunny outlook to its well-ordered society to its almost religious fervor for expansion. But white cards will be few and far between from this plane in Legends 2, although the absence of one important part of the plane (the government) may seem rather conspicuous in this writeup.
The wilderness of Alezenim is not exactly an idyll. Sure, there are prosaic hazards - venomous foliage, difficult-to-ford streams, rockslides, and territorial animals - but they all pale in comparison to the less mundane fauna. These "Fearsome Critters" are species that often defy description, combining the physical features of seemingly incompatible creatures such as the build of a toad, feathers of a hawk, and fangs of a tiger, or with bizarre properties and adaptations like only being able to be seen in peripheral vision. Veterans of the wilderness swear that the Fearsome Critters literally change form in accordance with the tales told about them, and they only get stronger the deeper and darker you venture into the wild. Crenitid has attempted to study them, but the greatest expert on the subject on Alezenim is Grazseyela Macdomhnall herself, and if the Fearsome Critters have any greater significance besides their reign of terror in the hearts of explorers, she has kept it a close secret.
Design Notes: Fearsome Critters can appear in any color and be any creature type they need to - Beast, Manticore, Chimera, combinations of multiple types...
Iron Juggernaut (Uncommon) 3
Creature - Juggernaut
5/3
At the beginning of your upkeep, tap an untapped artifact you control.
Iron Juggernaut can't be blocked by Walls.
Nether Vortex (Rare) UBRG
Enchantment
If a card would be put into a graveyard from anywhere, exile it instead.
Cumulative upkeep — Return a card from your graveyard to your hand. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Tall Tale (Rare) xU
Instant
Draw X cards. Discard X cards at the beginning of the next end step.
Fish Story (Uncommon) 2U
Enchantment
Whenever you draw a card, you may reveal it. If it's a creature with power 4 or greater, create a 1/1 blue Fish creature token.
Sacrifice Fish Story: Draw a card for each blue creature you control.
Axe of Life and Death (Mythic) 3
Legendary Artifact - Equipment
Equipped creature gets +3/+0 and has deathtouch and "Whenever this creature deals combat damage to an opponent, put target creature card from that player's graveyard onto the battlefield under your control."
Equip 3
Axe of Hate and Love (Mythic) 3
Legendary Artifact - Equipment
Equipped creature gets +3/+0 and has first strike and "Whenever this creature deals combat damage to a blocking creature, exile that creature and return it to the battlefield under your control tapped and attacking."
Equip 3
Flimflam (Uncommon) 2UU
Enchantment 2UU: Choose target creature. Then exile the top card of your library. If its converted mana cost is greater than the chosen creature's converted mana cost, return the chosen creature to its owner's hand. Otherwise, put the exiled card into your hand.
It's the next thing I'm going to work on, BTW, so expect a substantial slate from me. To use or not use at your pleasure, of course.
Style questions: how would you like to represent these company names within card names? i.e, "Grinning Junction", "Baigheli", "H&H", and "Crenitid"? Or some other way? I'm not sure "Hardaxe and Hornsaw Trench Gnomes" is gonna fit on the name line...
Thanks for the high praise, and I'm very excited as always to see your slate of cards.
As for adjectival forms of the companies: Grinning Junction Ferry can be "Grinning Junction" or frankly just "Junction". "Baighlei and Daughters Outfitters" will usually just be "Baighlei", "Hardaxe and Hornsaw" can be "Hardaxe" OR "Hornsaw" as you please, and "Crenitid Publishing" is probably always going to be just "Crenitid".
It occurred to me as I was making my slate that old-school upkeep is a very reprintable mechanic, so I actually stayed away from Alezenim-specific card names, for the most part. I tried to make up for it in the flavor text!
I think out of all the Legends 2 planes, this one is my favorite. Fantastic work by the whole team on the direction for all these planes, and the project as a whole. As an observer, it's been really fun to watch the whole project shape up. Dropping by with my two cents, I really like the idea of beasts who literally change with the telling of the tales around them. Suuuuuuper juicy on the flavor end. As I thought more and more about the concept, the idea for a beast tribal subtheme really started to take shape in my head as a possibility for the set, if focused in a particular drafting color pair. I'm not sure how viable this would be with all the different pieces floating around in this set, but I could see it having support in this plane and the arctic plane at least. To support that vision of even the tiniest beast subtheme, it might be cool to have some cool beast boosters that reflect the changing narrative of beasts on the plane of Alezenim. For instance:
Fanciful Publisher1U
Creature — Human Wizard[UC]
Beasts you control have flying. "It soared across the sky with a wings bigger than the river's span." -The Almanac of Beast and Critters Vol. III
[1/2]
Like I said, not sure if there's room for this kind of thing, but it might be a neat point of flavor that ties worlds, mechanics, and themes together in a simple yet interesting way. Happy designing!
Hey, not a bad idea for a "non-theme" uncommon cycle in Alezenim's colors. Beasts are gonna be all over, with the Fearsome Critters on this plane and elsewhere as well, so it makes plenty of sense to have stuff like this. And a minor tribal theme is basically a design freebie - look at Warriors in Tarkir block and how they were just sort of seamlessly slipped in.
Legends 2 is a large and ambitious project to make a modern-style set with the essence of the original Legends. We've divided the setting into five distinct planes represented as four-color factions. That's why there's one main set thread and five others. The project's dormant now but I'm confident it'll rise again!
aka "Oldschoolupkeeplandia", a part of
Settle in, rookie. It looks like you have a lot to learn about how things work on Alezenim. The long and short of it is... there's plenty - of everything! From the mighty Shunkaw and Ellobray rivers teeming with salmon and just begging to sifted for treasure, to the woodlands of Ireekona with their plentiful timber and fertile soil, riches are there for the taking, if you only have the brains, the guts, and the get-up-and-go attitude! It's larger-than-life personalities that thrive on Alezenim, where word travels fast as long as it's backed up with action. Even in the dandified cities and sheltered towns you'll hear tell of supernaturally fast lumberjacks, blind sharpshooters, riverboat steersmen who can't be drowned, and lots more types of folk you'd never believe existed until you met the people behind the tall tales. The cities, too, have their own whoppers, like financiers so rich everything they own is encrusted in diamond - but nobody's quite as rich, or famous, or fast, strong, smart, and lucky, as the mean ol' Elder Dragon who may or may not be running the whole show from her mansion-fortress looming higher even than the planar capitol. Oh - and one more thing: You shouldn't pay no mind to the pusillanimous pessimists who insist that Alezenim's natural bounty is on the verge of running out...
Scum and... Heroism?
Much of the trading, exploration, and general dashingness on Alezenim is carried out under the auspices of four major business concerns. The Grinning Junction Ferry Company provides transport, navigation, and related services along the high-speed Shunkaw riverway and its tributaries (rumors of smuggling and piracy have no publicly available proof). Baighlei and Daughters Outfitters are a rough-and-tumble lot who happen to be indispensable if you need any sort of material supply for wilderness trekking, from arms to genuine grizzly-flavored jerky. Hardaxe and Hornsaw always have one thing on the mind, and that's wood, whether it be timber needed for shipbuilding, leaves for preparing medicine, or kindling for fuel. And should you have a burning need to publish your adventures as a sensational travelogue or just want to bone up on the animal tracks of the Ireekona before your next excursion, Crenitid Publishing has you covered from cover to cover.
An Elder Investment
Grazseyela Macdomhnall is very old and very rich, but also generous and civic-minded, and has retained her youthful beauty by draconic measure. In many ways the Elder Dragon of Alezenim, whose early ventures became the four major companies that employ and serve so many of the plane's people, is a paragon of what it means to be successful on her plane. That is why it is so troubling that she hasn't been seen out in society for years, and has not thrown one of her trademark lavish parties for even longer. Her attendants insist she is at home, drawing up plans for future endeavors, but she may well know something about what's to come on Alezenim that no one else does - something exceedingly troubling. For Sarkhan to strike a deal with Grazseyela, he first needs to find her.
W 0%; U 20%; B 40%; R 10%; G 30%
Within the context of Legends 2, Alezenim represents the theme of upkeep costs, found in the four nonwhite colors. On the surface this is a purely "drawback" theme, and hence our Spikiest theme, as it mostly allows for undercosted creatures. However, there is Johnny appeal with the various interactions possible with the upkeep step and triggers.
The Grinning Junction Ferry Company ((U/B)) are the kings and queens of getting you where you want to go - and occasionally getting other people where they might not want to go, for an extra fee. They manage most of the ubiquitous riverboat traffic along the water-crossed lands of Alezenim and have a reputation as the most underhanded of the four top companies, having no qualms about doing anything seedy for any client. Ironically, they are also essentially a public utility, having been placed by Grazseyela in trust for all of Alezenim's people.
Grinning Junction re-invests its profits in generally making its transportation faster, sleeker, and better, including researching propulsion, cloaking, and submersion. Their headquarters is a massive shipyard along the widest and deepest part of the Shunkaw River.
Design Notes: The Grinning Junction Ferry Company has some of the biggest fatties with the steepest upkeep costs, in the tradition of Leviathan and Lord of the Pit.
All sapients who work for the Grinning Junction Ferry Company have the class type Pirate or Rogue. Race types you may see include Human and Salamander (i.e. Amphin), and nonsapient creatures in Grinning Junction territory may be Crocodiles, Fish, Frogs, Snakes, and others.
Baighlei and Daughters Outfitters ((B/G)) are the no-nonsense and practical conglomerate that supplies personal items to most of Alezenim's wilderness pioneers as well as its wary urbanites. At a Baighlei and Daughters trading post, you can find everything from knives and rope to small explosives and wayfinding devices, most of it made with proprietary methods by the company's own artisans These supplies tend to be notoriously durable and some swear they have a will to survive all their own, enhancing that of their users. Little is said about just how these products are manufactured. As the name implies, the company is run by the halfdemon Madam Baighlei and her three comely daughters, who are scarcely ever at the company headquarters in an elaborate tree fort in Ireekona due to their own propensity for adventure.
Among the companies, Baighlei and Daughters is the most staunchly traditional, doing things the way it always has since its founding simply because those methods work.
Design Notes: Baighlei and Daughters emphasizes aggressive low-cost cards with relatively manageable upkeep costs, and also has the greatest amount of triggered abilities that utilize outside upkeep payments.
Sapients who work for Baighlei and Daughters have the Artificer or Warrior class type, and can be Humans, Elves, or Demons. Wild animals in their territory can include Elk, Bats, Yetis, and others.
Hardaxe and Hornsaw ((R/G)) are lumberjacks, and they're okay. An independent and resourceful lot, the employees of Hardaxe and Hornsaw provide a great deal of the raw materials for other companies - mostly timber, of course, but they also forage for various other products of the woods and have sidelines in furs, mining, and land reshaping. The company's leadership is a motley bunch - a Goblin, a Dryad, an Ogre, and two Humans overseeing various departments within Hardaxe and Hornsaw but no one of them having total authority over the others. It is Hardaxe and Hornsaw that most clearly embodies the optimism and enterprising attitude of Alezenim. This lofty outlook is reflected by their headquarters, near the summit of the tallest peak on the plane.
Hardaxe and Hornsaw is interested in machinery for resource extraction such as tree-chopping engines, new metallurgical techniques, new fuels, and generally being able to bend more and more of Alezenim's natural wonders to civilized use.
Design Notes: Hardaxe and Hornsaw wants to use its upkeep payments to grow its permanents over time. It is also ready to sacrifice lesser pieces to fuel a greater goal.
Sapients who work for Hardaxe and Hornsaw have Warrior, Scout, and similar types, and can be Humans, Goblins, Dryads, Ogres (as noted before), and various others. Wild creatures in their territory may include Bears, Cats, Birds, and Squirrels.
If knowledge exists on Alezenim, Crenitid Publishing ((U/R)) has put out a book containing it. In the absence of movable type, Crenitid relies on magical scribing and duplication techniques to give fine and not-so-fine literature to the masses. The house of Crenitid cranks out maps, guidebooks, apothecary manuals, bestiaries, and sundry other books of importance, as well as the memoirs of the great and good as well as great and bad. They also sell items of the sort that those looking to research for a book might be interested in: Spyglasses, sextants, and minor magical tools. Crenitid's master is a single charismatic personality, the sagacious Giant named Ruckleby, and it is by his word that fame is gained and lost on Alezenim. The most urban of the four companies, Crenitid's headquarters is a lavishly appointed archive near the capitol and Grazseyela's palace in the immense Edinlorne City.
Crenitid uses much of its profits towards the theoretical sciences, as well as funding alchemy and engineering.
Design Notes: Crenitid tries to get around upkeep costs, with various ways of cheating the requirements. It also has a few esoteric activated and triggered abilities to whip out.
Sapients who work for Crenitid Publishing have the Wizard, Shaman, or Rogue types and are most often Human. Animals in their territory are usually of the domesticated variety: Cats, Hounds, and Drakes.
Design Notes: White mana permeates Alezenim, from its sunny outlook to its well-ordered society to its almost religious fervor for expansion. But white cards will be few and far between from this plane in Legends 2, although the absence of one important part of the plane (the government) may seem rather conspicuous in this writeup.
The wilderness of Alezenim is not exactly an idyll. Sure, there are prosaic hazards - venomous foliage, difficult-to-ford streams, rockslides, and territorial animals - but they all pale in comparison to the less mundane fauna. These "Fearsome Critters" are species that often defy description, combining the physical features of seemingly incompatible creatures such as the build of a toad, feathers of a hawk, and fangs of a tiger, or with bizarre properties and adaptations like only being able to be seen in peripheral vision. Veterans of the wilderness swear that the Fearsome Critters literally change form in accordance with the tales told about them, and they only get stronger the deeper and darker you venture into the wild. Crenitid has attempted to study them, but the greatest expert on the subject on Alezenim is Grazseyela Macdomhnall herself, and if the Fearsome Critters have any greater significance besides their reign of terror in the hearts of explorers, she has kept it a close secret.
Design Notes: Fearsome Critters can appear in any color and be any creature type they need to - Beast, Manticore, Chimera, combinations of multiple types...
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
3
Creature - Juggernaut
5/3
At the beginning of your upkeep, tap an untapped artifact you control.
Iron Juggernaut can't be blocked by Walls.
Nether Vortex (Rare)
UBRG
Enchantment
If a card would be put into a graveyard from anywhere, exile it instead.
Cumulative upkeep — Return a card from your graveyard to your hand. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Tall Tale (Rare)
xU
Instant
Draw X cards. Discard X cards at the beginning of the next end step.
Fish Story (Uncommon)
2U
Enchantment
Whenever you draw a card, you may reveal it. If it's a creature with power 4 or greater, create a 1/1 blue Fish creature token.
Sacrifice Fish Story: Draw a card for each blue creature you control.
Axe of Life and Death (Mythic)
3
Legendary Artifact - Equipment
Equipped creature gets +3/+0 and has deathtouch and "Whenever this creature deals combat damage to an opponent, put target creature card from that player's graveyard onto the battlefield under your control."
Equip 3
Axe of Hate and Love (Mythic)
3
Legendary Artifact - Equipment
Equipped creature gets +3/+0 and has first strike and "Whenever this creature deals combat damage to a blocking creature, exile that creature and return it to the battlefield under your control tapped and attacking."
Equip 3
Flimflam (Uncommon)
2UU
Enchantment
2UU: Choose target creature. Then exile the top card of your library. If its converted mana cost is greater than the chosen creature's converted mana cost, return the chosen creature to its owner's hand. Otherwise, put the exiled card into your hand.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
I love this.
It's the next thing I'm going to work on, BTW, so expect a substantial slate from me. To use or not use at your pleasure, of course.
Style questions: how would you like to represent these company names within card names? i.e, "Grinning Junction", "Baigheli", "H&H", and "Crenitid"? Or some other way? I'm not sure "Hardaxe and Hornsaw Trench Gnomes" is gonna fit on the name line...
As for adjectival forms of the companies: Grinning Junction Ferry can be "Grinning Junction" or frankly just "Junction". "Baighlei and Daughters Outfitters" will usually just be "Baighlei", "Hardaxe and Hornsaw" can be "Hardaxe" OR "Hornsaw" as you please, and "Crenitid Publishing" is probably always going to be just "Crenitid".
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Fanciful Publisher 1U
Creature — Human Wizard[UC]
Beasts you control have flying.
"It soared across the sky with a wings bigger than the river's span." -The Almanac of Beast and Critters Vol. III
[1/2]
Like I said, not sure if there's room for this kind of thing, but it might be a neat point of flavor that ties worlds, mechanics, and themes together in a simple yet interesting way. Happy designing!
My Peasant-Cube-in-Progress http://www.cubetutor.com/viewcube/15395
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝