The last of your party rushes through the door, hearts racing. You take a minute's reprieve to collect yourselves, and take a look at those that made it through with you. You can see in their eyes you have gained their respect - and they yours. For what it's worth in the short time you have left, you know you can rely on them until the bitter end.
Minutes pass. Hours pass. You thought this was a corridor to the next chamber, but you are beginning to have your doubts. The cavern walls are bleak and featureless, and the cavern ceiling rises far beyond view, but even so you sense something troubling about this. After what seems like an eternity of following the narrow path, you bring the party to a halt. "I need a rest", you say; the heaviest-built member of your group scoffs, but is quick to throw himself on the cold, damp ground. He leans on the walls, and promptly leaps to his feet with a yelp.
Where the man's skin had touched the wall, the water was evaporating with a hiss. Carefully, you touch the wall - and feel a jolt of raw mana racing up your arm. As you pull a way, a ripple of raw Ætheric energy shakes the tunnel, lighting it up as it passes through. For a second, you think you see the light swirling to reveal the outline of the door, only to fade away again a few seconds later. One of the men taps your shoulder. "I think I saw something on the other side as well", he says.
"Good. Keep your eye on it." Mustering your courage, you thrust both hands into the wall. The sensation of mana quickly turns from uncomfortable to agonizing as the bonds form unnaturally quickly - already your flesh is sizzling at points where the raw energy is boiling your blood. Just as you prepare to draw away from pain, a thundering pulse shatters sends gravel raining down from the walls and severs the mana connections. Far in the distance, the door now shines like a beacon. But judging by the unbearable heat, the grinding sound behind you, and the sight of the others scrambling for the door, you may have more immediate concerns...
The Labyrinth mostly works like a game of Magic - that means you can't ride a Champion's Drake over a bunch of goblins or set haunted forests on fire with a Shivan Dragon, but feel free to Nighthaze your way through a swamp full of zombies or Stormcaller's Boon seven squirrels to kill an attacking Lord of the Pit.
For the purposes of the game, you are both a player at 1 life and a legendary 1/1 creature token with no types. This will probably not be important; just try not to do anything that might get you killed, but feel free to Giant Growth yourself if the need arises.
Dealing combat damage to your opponent is interpreted as getting through the door. You only have one shot at this, so try to get as many of your team members through as possible (including yourself!) The biggest blocker will always go for you, then the second-biggest will go for your smallest guy, the third-biggest for your second-smallest and so on. If any blockers are left over it wraps back around. Biggest means power, by the way.
Every round is like a totally new game, except for two things: You and any of your original creatures that made it through the door are the ones you start this round with (counters, auras, effects etc. fall off), and any basic lands you had carry over (again, brand spanking new). Additionally, you can add one basic land of one of your colors to your land cache at the end of every chamber. Note that both creatures and lands will begin the game on the battlefield and untapped.
It always starts on your opponent's (the room's) turn, so be prepared.
If there's any gray zones which require the "opponent" to make a decision, PM me. Don't just assume.
Although you start off with one card in hand (unless otherwise specified), you can use card-drawing effects to open up more "slots". This means draw step too!
--------------------------------------------------------------------------------------- This round's challenge:
It's your turn, and you just played two lands. Incoming Lavaball Trap targeting the two land connections you have just made (please, please read this before asking any questions. Also the rules up there.)
Finally, choose a fourth basic land for next round (within your colors).
--------------------------------------------------------------------------------------- RB players, this is where the 'suicide' bit of this month's CCL comes in
---------------------------------------------------------------------------------------
Mana symbols indicate your creatures. Letters indicate basic lands.
* indicates a Top 3 probation. Failure to provide a Top 3 next round will result in elimination. You can PM me a top 3 by the end of this round to remove this.
We're still missing a few Top 3's, so I won't normalize and amalgamate scores until the end of the round. PM me a top 3 if you didn't post one during critiques and I'll remove your probation.
---------------------------------------------------------------------------------------
The Card Creation League is a monthly contest in which players compete over seven rounds. Each month has an overall theme and/or story, determined by that month's host.
Each round, the host will assign a card creation task to the players. This task may vary between teams or players.
The first three rounds are open to everyone who joined in the sign-up thread, which will be posted near the end of the previous month. After these rounds, the Top 8 players will move on to three single elimination rounds to determine a winner.
Rounds usually last three to four days for submissions and about two days for critiques, but the host has final say in making the schedule.
For the first three rounds, players are divided into teams. Four teams is standard, but there may be more or less depending on the number of players. Each team will review another team's cards during the critique period of that round.
Each player must submit a Top 3 ranking for the team he or she critiques at the end of each round. Each 1st place is worth 3 points, 2nd place 2 points, and 3rd place 1 point.
Additionally, each player can receive 2 bonus points per round. One point is awarded for posting a Top 3, and one point for providing critiques for that team's cards.
Suggested areas to critique include creativity, balance, printability, and relation to the overall theme or that player's previous cards.
Players who do not post a card or a Top 3 will be put on "probation." Top 3 violations for a round can be removed by posting or PMing the host with your Top 3 before the end of the next round. Any player that would receive a second violation is disqualified from further competition that month.
At the end of the first three rounds, the Top 8 players will be selected by points (usually the top 2 from each team). In the case of ties, there may be more than 8 players advancing. The host will determine matchups for single elimination. At the end of each elimination round, remaining players not in that matchup will choose a winner to advance. The host will break any ties.
The final round is determined by public poll.
Prior to Top 8, players have a chance of getting a total of 25 points toward their score each Scoring Round. Scores for each Round are determined by the following equation:
Total points of Player A in round N = 23 * X/Y + Additional points, where:
X = Total number of Scoring Points (Judge Points)
Y = Total number of Possible Points (3 * Number of Judges)
3 points are given for a First Place Top 3 finish, 2 points for a Second Place, and 1 point for a Third Place. 1 additional point is awarded if a Top 3 is submitted. 1 additional point is awarded if Critiques are given for all entries to be judged.
This way the grading is more streamlined in the fact that all rounds prior to Top 8 are graded equally, and there is no handicap for any team that has fewer judges.
You will notice this is a different system from previous months. It was designed to make "additional points" worth the same amount despite differing team sizes. Depending on how this month works out, this may become the new "normal" system, or it may be a one-time test.
Each player accumulates points from each Scoring Round until the end of Round 3.
So, does that mean I can't use my last two lands this round, or can I still respond?
And is there a challenge in terms of the amount of damage we get to deal this round? And do our tapped creatures from last round remained tap? Or is it ultimately just "try to make yourself and at least a couple of your creatures survive the four damage being dealt?" And since we started with two land connections and made another last round, do we choose which one one of the first is destroyed, or is that this rounds addition? And this doesn't include the first round's land submission, right? (I figured I'd ask every question I can think of, because I imagine they'll be asked sooner or later).
Creatures:
Groove, Acolyte of Ruin (1/1 Legendary Human Shaman BR)
3 Handmaidens of Groove (2/2 Vampires B)
1 Frostfiend of Groove (3/1 Elemental R)
Plan of action.
This round's new land will be a mountain, but it and the first round land won't be available, giving me just RBB to work with (I'm pretty sure).
This is my card in hand:
Wicked Feast1BB
Instant (U)
Until end of turn, creatures you control gain "Another creature you control gains -1/-1 until end of turn: Regenerate this creature." "Nothing tastes better than blood drawn by betrayal. Trust broken is the ultimate spice." - Groove, Acolyte of Ruin
Cast Wicked Feast. Each of the three Handmaidens of Groove (2/2 Vampires) regenerate using another Haidmaiden as the creature that gets -1/-1. Groove, Acolyte of Ruin (the 1/1 me legend) will put the -1/-1 on the Frostfiend of Groove (3/1 Elemental) to regenerate himself. After that, they will wait a turn and then attack through the door, leaving me with myself (1/1 BR) and the three Handmaidens of Groove (2/2 Vampires) as my survivors.
So, does that mean I can't use my last two lands this round, or can I still respond?
And is there a challenge in terms of the amount of damage we get to deal this round? And do our tapped creatures from last round remained tap? Or is it ultimately just "try to make yourself and at least a couple of your creatures survive the four damage being dealt?" And since we started with two land connections and made another last round, do we choose which one one of the first is destroyed, or is that this rounds addition? And this doesn't include the first round's land submission, right? (I figured I'd ask every question I can think of, because I imagine they'll be asked sooner or later).
FAQ Time:
- This is a new game - ergo, your creatures are untapped and have summoning sickness (this is being cast on your turn).
- You just played two useless lands that will not carry over to the next level.
- Said useless lands are being targeted by the Lavaball.
- There is no extra round requirement other than you make it through that door (by attacking and not getting blocked). Any of the original creatures that make it through the door with you also go on to the next round.
- If you return the Lavaball Trap to its owner's hand, it'll just get cast again. Likewise, putting it on top of its owner's library will get it recast during that player's next turn.
- Once you've dealt with the Lavaball, there's no rush - go through the door when you're good and ready to go!
Tunnel Wall
Land {C}
Tunnel Wall enters the battlefield tapped. T:Add 1 to your mana pool.
Life's Continuum6G
Instant {R}
Life’s Continuum costs 1 less to cast for each creature on the battlefield.
All creatures are indestructible this turn. “Despite my best attempts, life has this annoying tendency to just keep on going.” — Tzarah, Eradicator
I cast Life's Continuum and survive? Forest please.
Gruesome Feasthall
Land {R}
:symtap:: Add to your mana pool. 2GB, :symtap:: You gain 1 life for each creature card in your graveyard. "All the morsels are free,
so enjoy this great treat;
just don't go around and ask
'what's inside of the meat.'"
- Ogard Orphanage Rhyme
Venoshock1(G/B)
Instant {U}
Distribute two -1/-1 counters among one or two target creatures if was spent to cast Venoshock. Distribute two +1/+1 counters among one or two target creatures if was spent to cast Venoshock. (Do both if GB was spent.)
Alright, if our creatures have summoning sickness, then how are we supposed to attack with them in order to get through the door? Is giving haste to them a requirement of the round? I'm not trying to make it harder than it is... just asking any question I think may befuddle someone and make it hard for them to design for the round (some of the questions are things I'm honestly confused about, others are ones that I figure are just likely to confuse enough people that I went ahead and posted them anyway figuring they'd come up and not wanting to be surprised by an answer I figured would be different.)
Chill of Undeath(B/R)(B/R)
Instant (U)
If you paid B to cast Chill of Undeath, regenerate each creature you control. If you paid R to cast Chill of Undeath, it deals 1 damage to each creature and each player. (Do both if BR was paid.)
Plan: Cast this using BB, so the only damage dealt to my creatures is from Lavaball Trap.
Alright, if our creatures have summoning sickness, then how are we supposed to attack with them in order to get through the door? Is giving haste to them a requirement of the round?
Creatures:
1/1 White Soldier x4
1/3 Blue Merfolk x2
1/1 White/Blue Legend, "Adevas," x1
Lands:
Plains x2
Island x1 (+1 next round)
(Cavern Wall x2)
Submission:
Icebind1WW
Enchantment (U)
Flash
When Icebind enters the battlefield, exile target spell.
When Icebind leaves the battlefield, the owner of the exiled card may cast that card without paying its mana cost. Everything freezes, if you make it cold enough.
Plan of Action:
I cast Icebind, exiling Lavaball Trap. On my turn, I attack with everything. Flavor Take: Adevas's troop panics momentarily and tries to run back through the door through which they have just come. The merfolk, who have a particular distaste for fire, elbow their way past the soldiers. Adevas remains relatively calm, and turns to face the incoming boulder of near-molten rock. He calls to Manirik, Father of Winter and fellow of his patron Cnao. The temperature in the room drops suddenly and the boulder is frozen in its path. The soldiers laugh with the gaiety of relief, clapping Adevas on the shoulder and congratulating him, but he warns his company that his spell won't last forever, and that they must continue on their way. Together, the group edges their way past the frozen trap and passes through to the next room.
Island
Forest
3/3 green Centaur token x 2
1/3 blue Merfolk token
1/1 blue and green Legendary token, "Egak"
Glowcap Spring
Land (R) T: Add 1 to your mana pool.
:symgu:, T: The next creature card you play this turn can be played as though it had flash.
Fog of Rust1G
Instant (C)
Prevent all combat damage that would be dealt this turn by artifact creatures.
Stone Disguise2U
Instant (U)
As an additional cost to cast Stone Disguise, tap any number of creatures you control.
Creatures tapped this way become artifacts until end of turn. (They are no longer creatures.)
Cast Stone Disguise, on my next turn play forest and attack with everything.
WB
1x 1/1 Gerrard's Mom
4x 1/1 W Soldier
2x 2/2 B Vampire
2x Plains
1x Swamp
Stone of the Steed
Land (R) T: Add 1 to your mana pool. 1WB,T, Sacrifice a creature: Transform Stone of the Steed and attach it to a creature you control. Activate this ability only any time you could cast a sorcery. Legend tells of a place deep in the Labyrinth where escape can be bought on the wings of a ghostly black pegasus, for the right price in blood.
--- Spirit of the Steed
(WB) Enchantment - Aura (R)
Enchant creature
Enchanted creature gets +3/+3 and has flying and lifelink.
When Spirit of the Steed is put into a graveyard from the battlefield, return it to the battlefield tapped and transformed.
Arrogant DismissalWB
Instant (U)
Choose up to three target nonland permanents with total converted mana cost 3 or less. Destroy those permanents. "I don't have time for these distractions. Let me know when you're ready to fight."
There is panic in the eyes of the men and vampires. Gerrard's Mom grabs them and brings them together, barking out a short speech. "Shields at the ready, form a wall! Vampires, lend them your support, a hand behind each shield. Now brace yourselves!" The magic woven into the words contains latent power, a potency that can turn the tide of heated battles, but here it is enough to simply survive the heat. The balls of lava smash to either side, ravaging the tunnel walls, but Gerrard's Mom and his men emerge unscathed. "Now, to the door!" he shouts, leading the heartened men in a scramble forward before another trap can appear.
Morale Surge2(G/W)
Instant (U)
Kicker 3(R/G)
Creatures you control get +0/+X until end of turn, where X is the number of creatures you control. If Morale Surge was kicked, those creatures also get +X/+0 until end of turn.
Cast this without kicker (using white of course), giving all of my guys +0/+7, plenty of toughness to survive.
An additional bond with black magic is forged as we press ahead (+ Swamp).
2x Island
1x Mountain
2x Tunnel Wall (tapped)
2x 1/3 Merfolk
2x 3/1 Elemental
1x 1/1 legendary dork named CC
Headrush R
Instant (U)
Draw three cards and then discard three cards at random. Of all the inventions the Izzet League have masterminded, none is as cherished as their patented Firemind's Brew - the best night and worst morning of your life, guaranteed.
>>> into >>>
Nebelgast's Beckoning (U) Instant (U)
Counter target spell.
Flashback UU "Out with the tides" - Selhoff expression meaning "lost".
I cast Headrush, painfully reliving my college life at Alpha Beta Unlimited, Katazar-Razblat Campus. In my stupor, I hazily recall my Parapsychoschizocology 101 introductory exam (conveniently the only class I passed) - Nephalia's ghostly ocean mist is renowned for what? "Nebelgast's Beckoning!" I declare proudly, half-shouting, half-slurring. My companions turn to me quizzically, a look of perplexed disgust mixed with frantic terror on their collective faces. I can't help but smile smugly as the ball of molten rock hurtling at us is enveloped in a icy shroud of ocean mist and ghostly wails. When the mist finally dissipates, the room is empty save for an otherworldly chill and the distinct smell of salt. Sobered by the cold, my party and I stumble through the door and I silently wish for a warm fire (mountain) and hot mug of cocoa.
Next Round: Searching to acquire an additional x1 Plains.
Resources:
x2 Island
x1 Plains
x4 1/1 white Soldiers
x2 1/3 blue Merfolk
x1 1/1 blue and white Legendary creature named foo_intherain.
Response: T: Plains, T: Island, T: Island, cast:
Blessed Rain1WU Enchantment - Aura (U)
Flash
Enchant creature
Enchanted creature has absorb 4.
When Blessed Rain enters the battlefield, put a token thats a copy of it onto the battlefield for each other creature you control that it could enchant.
As the tunnel became a glowing red color and the intense heat threatened to close in on foo and his men, the spellcaster conjured up a powerful torrent of mists and the room began to become foggy with steam. Soon, the entire area was beginning to become showered in a white light. Golden drops of rain that doused the powerful heat of the Lavaball Trap and provided salvation to the weary adventurers. Each able to brace the heat and attack the door onward to their next turn of the labyrinth.
Resources:
1 x Centaur (3/3 Green)
5 x Solder (1/1 White)
1 x Forest
2 x Plains
LandbondingXGG
Instant (U)
Convoke (Each creature you tap while casting this spell reduces its cost by 1 or by one mana of that creature's color.)
Untap X lands you control.
Draw a card.
I float GWW, then cast Landbonding for free, where X = 5 by tapping all of my dudes and spending G. I untap all my lands (including the new ones!), giving me a total of 5 untapped lands and 7 possible mana.
Then draw and cast:
Wall of Infinity3WW
Instant (U)
You and permanents you control gain protection from everything until end of turn. (You and your permanents can't be dealt damage, enchanted, equipped, blocked or targetted by anything this turn.)
...which completely messes up the spell by protecting the lands from red and traps and "spells named Lavaball Trap" to make it infinite times immune to being targetted, thus fizzling the spell and countering it. Yes, I countered the spell. In green/white.
Next turn, I draw, drop a FOREST and attack with everyone.
Admittedly, I may have been able to get away with Wall as a Safe Passage-like spell at 3 mana, but I got given free lands and I'm not going to pass the round without using them.
Land's Last DefenseXG
Instant (R)
Until end of turn, X target lands become 1/1 Green Saproling creatures. They lose all other types and abilities. When you listen to the land and work to understand her, she will come to your aid at your time of need.
I cast Land's Last Defense targeting the two lands that have come into play this turn using UGG. My two lands are now Saprolings and I swing with the team next turn.
Round 2 I had requested and U but I got a G which worked out just fine. This time I'd like an U to even everything out at UUGG.
Thordis Edenart, Prince of Alkair, calmly walked down the corridor, his eyes locked on the unseen end in the distance. Somehow, he was aware of his guard, the two massive Centaur champions, Azoth and Hallém eyeballing him nervously as they kept pace just a few short steps behind him. Thordis couldn't say he blamed them... what had happened back in that room of bone and metal... he could not explain it. He had simply spoken and the constructs were made to obey.
A part of his mind realized that it was likely connected to that fluid he had drank in the first room. After he drank it, fire unlike any other had flooded his bones, making him feel as though he would surely die, but he had not. That same feeling had rushed through him a second time, just before he had spoken the command that would halt the key-golems in their tracks.
However, even as he contemplated this, most of his mind was focused upon his mission here, and upon protecting his allies. He was a man of duty and of brotherhood, after all.
As they walked, Thordis began to feel a familiar burning within his bones. He wasn't sure if he was just imagining it at first, but as it grew, he had to stop. As he looked around, he began to notice that there was something strange with the walls. A deep light in this pitch black tunnel. Turning to the wall at his right, barely noticing the Centaurs taking a step back from the corner of his eye, he placed a hand upon the stone before him.
As soon as his fingers grazed the stone, he felt it. A vast ocean of fire brimming with power just beyond his reach. Though, even as he considered how to take it, he felt it reaching out to him, as though it wanted to be possessed. A flare of white light burst out around the Prince's fingers, and his eyes went wide, searing hot pain shooting up his arm like a spear. He couldn't move or think for the thirty seconds that it went on... it was just sheer pain.
However, as soon as the light faded, the pain was gone, and not even an ache was left behind. Thordis blinked in confusion once more, as he noticed the door fading into existence out of the corner of his eye. Once he turned to face it, however, the elemental, who had been meandering some fifty paces behind their procession, began keening, and Thordis almost immediately felt the reason why: a shape of lava was sweeping down from behind them.
"What is it?! What's going on?!" Azoth shouted as he about faced and readied his greatsword. Strange, Thordis thought, Can he not already feel the heat?
Stepping forward, between his two huge guards, he held up a hand to calm them, "Don't worry. I can handle this." As he stepped forward, the flaming boulder came into view, moving rapidly. Yet, for some reason, all that Thordis could think of was theology and food.
There was a story of a great feast hall, where the great warrior god, Deohulf, and his army had once stopped for merriment and rest. During the night, while they rested, the god's enemies had stolen into the hall and set the building to flame. However, when the sun rose the next day, the warriors simply awoke, among charred ruins, each and every one of them completely unscathed, while their would-be assassin's lay in charred piles in the ruins. That place had been the home of Rovald, the spirit of the hunt and the feast. It had favored Deohulf and his men for partaking of the bounty within it's hall, and scorned the assassin's for hunting their fellow man.
That is what Thordis needed right now. He needed that spirit's protection, and even as he gazed upon the ball of lava hurtling straight for him, he could feel it, Rovald, in his mind. All he needed to do, was push...
The prince breathed in deeply, the breath stirring that deep flame within his bones once more, and, with a silent prayer, breathed out. Azoth, Hallém, Thordis, and the elemental all flashed teal for a moment, and then, the blur of lava that moved far faster than anything they had ever seen broke over them.
It was a moment before they all realized they were safe and the ball of lava was gone, having exploded and leaving a residue of lava around their ankles. They were kept safe, however, by the teal skin that enveloped them. Turning around and stepping towards the now clearly illuminated door, Thordis spoke up, "Let's keep moving."
Azoth and Hallém responded in unison, clearly more out of fear than duty, "Y-yes sir."
Feast Spirit2BB
Creature - Spirit U
When Feast Spirit enters the battlefield, destroy target nonblack creature. Channel — 1GG, Discard Feast Spirit: Regenerate each creature you control. It is both the reveler and the feast itself.
2/1
Floating RGG to channel Feast Spirit and regenerate all my creatures. Next turn, let's see a plains.
Temporal Edit2U
Instant (U)
Shuffle up to three target permanents you control to their owners' libraries then draw that many cards. Never tell a chronomancer 'no take backs'.
Shuffle the two lands into my library, draw two cards and Lavaball trap fizzles for lack of a target. Adding an island to my mix and swing away with the whole party at my leisure.
Temporal Edit2U
Instant (U)
Shuffle up to two target permanents you control to their owners' libraries then draw that many cards. Never tell a chronomancer 'no take backs'.
Shuffle the two lands into my library, draw two cards and Lavaball trap fizzles for lack of a target. Adding an island to my mix and swing away with the whole party at my leisure.
Fleet-Clawed Prowler GG
Creature - Beast (R)
As an additional cost to cast Fleet-Clawed Prowler, return two lands you control to their owner's hand.
Flash, Haste
"It is the hunger, that stalks the sun, at end of the world."
- Anadwanie Saying
4/4
Play my beast and return two tunnel walls. Trap dead in water. My turn, waltz on through.
Thank you everyone for the rules advice.
Blessings of AfterlifeWB
Instant (U)
Until end of turn, whenever a non-Spirit creature you control dies, put a 1/1 white Spirit creature token with flying onto the battlefield. "Only the good souls get to stick around for another life. The rest, well..."
He casts Lavaball Trap, so then I tap my Plains and Swamp and cast Blessings of Afterlife. My Soldiers all die and are replaced by 1/1 flying Spirits. We then attack and go through the door. Next turn, I'll play a Swamp.
Singled OutB
Instant (U)
This turn, whenever damage is dealt to a source other than target creature, that damage is dealt to that creature instead.
Lavaball Trap, play this, targeting one of my soldiers, soldier dies, we go through. I play a Swamp.
Swift Stalker GG
creature - Wolf (u)
As an additional cost to cast Swift Stalker return a land you control to it's owners hand.
Flash haste
3/3
Play my wolf return tunnel wall. Trap dead in water. My turn, waltz on through.
Can i replay the tunnel wall? Do we get to keep the tunnel walls after the encounter or do they disappear?
Oh and i choose another island.
The trap will resolve unless both lands have disappeared. I'm terrible at citing the comp. rules, but I'm sure someone more knowledgeable can explain better.
Suited in silver armor, his face covered with a crimson cloak, the figure grew pensive as he approached the Vault Gate.
He had come from the southern regions, a mountainous and volcanic in parts and lowland plains in others. His people made their living in war, whether making the weapons and tools of war for far away lands or hiring out the graduates of their military academies as mercenaries.
He was Kirin Baelfire, third son of a father who was only known to most as “ The Traitor”. His father had betrayed his platoon to the enemy, and was executed for it, when Kirin was but a child. He had joined the military academy to prove those that thought the taint of treachery was inherited. He rose through the ranks, mastering both melee combat, and casting of battle magic’s, rising to the ranks of Arcane Battlemaster.He had expected to be hired out, as a general for a king in need of someone to direct the tide of a battle. Instead he was taken from the academy, and told by his leaders that he was to lead a small squad into the infamous Labyrinth, and retrieve it’s wonderful treasure for his homeland and perhaps secure their kingdoms rocky future, one where they did not have to rely on war to make their way.
“A mission of peace.” It was called with as much sneering as possible behind his back. Kirin knew a suicidal assignment when he saw one. The four that followed behind him, also clad in silver armor, were not the best soldiers, they were the rejects, the unwanted, the inexperienced, the tainted.
If that was all he had then they would do.
However even his own soldiers eyes were on the reinforcements he had raised from a volcano before they had left. Two mute towering figures, their body’s seemed carved out of obsidian, their eyes burning with fire and their veins pumping with magma.
As they entered the first room they found a great hall, where statues of great warriors that had gone before him stood, their weapons of choice permanently placed in the statues hands, held their by magic older than time. As his men set out to explore the room, Kirin took first watch with his elemental guards, his eyes carefully sweeping in the room, you’d never know when little details would help you succeed in a mission, that everyone expected you to fail.
Warrior's Sanctuary
Land (R)
Warrior's Sanctuary enters the battlefield tapped. t: Add or to your mana pool. WRt,: Target creature get's +2/+0 and has first strike until end of turn.
Episode 2
The sound of crashing metal echoed through the chamber as the metal monstrosities descended with great speed towards his people. They stood back to back in a semi circle around the two Elementals. Kirin’s heart pounded in his chest, and his adrenaline raced though his face showed nothing but calm.
“ I believe I’m sick of this labyrinth already.” His said wryly, as his eyes glowed red first then white, as he tapped into the raw mana of this strange place and raised his hands as bolts of power shot out of him and into the Elementals who stepped forward. As if the bolts fired were catalysts to change, the Elementals shifted as from their right arm a shield formed seemingly made of the same obsidian as their skin. On the their left arm they now held a spear that seemed to be made of white hot magma from the core of the earth.
“Boys,” Kirin said simply to the pair of Elementals, pointing at the two Golems charging in at them. “ Deal with this.”
They mutely nodded and the pair of Elementals charged towards the Golems without a second thought. The Golems swung at their respective Elementals and sparks flew off the shield the Elementals had. Kirin averted his eyes to the light and grimly began to try and think up another plan.
However, as he and his people turned back toward the battle, they saw that the Elementals had driven right through those metallic bastards with the lance. The Golems fell, defeated and the Elementals returned to their former forms.
With the Golems dead, the keys were there’s for the taking, though Kirin was still very quiet. After all he didn’t want to tell his squad that the spell he had used hadn’t come for a book or a tactics manual, it had been raw magic, a spell of instinct. The first level of this forsaken place had forced him to think on his feet and nearly caught him off guard.
Kirin was beginning to understand the gravity of the mission he had undertaken.
Edge of SurvivalRW
Instant
Blocking creatures you control are indestructible until end of turn.
Fateful hour — If you have 5 or less life, those creatures gain +3/+0 until end of turn “Debate the nature of a warrior all you wish, at the end of the day, the will to survive can makes all the difference.”
-Kirin Balefire
The Adventure Continues...
It seemed forever since they had been walking, and Kirin needed a rest. He called for the others as well to take a brief respite in this forsaken dungeon. As they began to relax Kirin was approached by a large solider a good foot taller than him, but at least two years his junior. The younger solider was dressed in silver armor with intricate designs upon them and bore a hammer and shield. The large man put down the shield and extended a hand out and Kirin extended his out as well shaking it.
“ Never thanked you for getting us out of that tight spot with the golems.” The large solider said
“ It was nothing.” Kirin said pausing for the younger solider to give his name
“Ajax Farun, sir they call me The Iron Hand.”
“ Drop the sir, it’s just Kirin and Farun, I know that name….” Kirin remarked before comprehension dawned on him “ Of course, Farun your family’s one of the most prestigious forgemasters in the land. No wonder your armor looked so professional.”
“Yes it was a gift on my advancement out of the Academy.”
“Well, then if you don’t mind me asking, what are you doing here, a pedigree like yours and you could have had your pick of placements.”
Ajax paused, and then lowered his head before putting his hands across his chest and spoke a command out loud in a foreign tongue. As he did so the runes on the shoulder of his armor glowed and the gauntlets on his arm and hand fell to reveal…nothing. Instead of arms there were just two fleshy stumps.
“For me the name Iron Hand is a little bit more literal, I was born this, and would have stayed that way had not I been of the Farun family, my father and his uncles worked day in and day out for several years and they finally created these two gauntlets, and gave me the ability to be well…as close to normal as I could get.”
He spoke the same foreign tongue again and the two gauntlets zoomed back up and re-attached themselves to his armor, as he then lifted them and rotated them gently.
“ I went into the Academy , but unfortunately everyone knew of my ailment.”
Kirin knew the rest of the story all to well, despite it being publicly frowned upon, the instructors of the academy tended to look the other way, allowing the students to be quite cruel to one another, Kirin endured such treatment because of his fathers past, he imagined it was even worse for Ajax, who’s ailment was a physical. Considered to be an ill omen.
“ I only recently advanced out of the academy, and I have no talent for magic. I thought that perhaps after I got out of the academy, they would have placed somewhere were I could prove myself. Instead I was assigned to this squad, no offense sir.” Ajax said quickly regretting that he had said anything as well as called Kirin sir again.
“None taken going into this death trap wasn’t my idea of a good place to take a squad either, but here I am, and don’t worry Ajax you’ll get a chance to prove yourself soon enough.”
“Just hope I live long enough.” Ajax said with a laugh before plopping down on the ground.
Then all hell broke loose and Kirin was forced to channel mana outward just to light the way to the door. His squad ran for he door as the heat began to build.
“ Sir….Kirin.” Ajax called out “ I have an idea.”
“ At list point I’ll take anything that keeps us alive.” Kirin said before Ajax broke ahead of the pack, and extended out his shield. Then whatever trap Kirin had sprung burst forth with molten lava. Ajax then uttered another foreign command and the shield glowed white for a minute, before it spread into a barrier that reached out all the way to the door. The lava crashed and burned against it but the barrier held long enough for them to get to the door.
“ I thought you said you had no talent for magic.” Kirin questioned as they neared the door.
“ I don’t.” Ajax said tapping his shield and pointing to the large rune engraved on it with smaller words surrounding it in a circle. “ To forge the finest weapons, you must brave the breath of dragons.” Ajax read aloud “ Family motto. That rune is a barrier spell for the forgemasters of my family, keeps even the toughest heat from getting to us. I only have to say the word for the spell to activate. One use only though, my uncle told me to save it for an emergency, this seemed like a good enough emergency.”
Kirin laugh and clasped his hand on Ajax shoulder “ I wouldn’t worry about proving yourself Ajax, if we survive, I suspect you’ll prove that ten times over.”
Forgemaster’s Barrier2W
Instant
Creatures you control gain protection from red until end of turn. "Fire's only as dangerous as you let it be."
- Ajax, The Iron Hand
What Just Happened!
• With the Lavaball trap on the stack I then Cast Forgemasters Barrier, giving all of my creatures protection from Red
• Because all my creatures, including myself have protection from red, no damage is dealt by the trap.
• Then head for the door and peace out.
Basics
Troops: 2X-R Elemental 3X-W Solider 1x-W Solider named " Ajax, The Iron Hand" 1X-R/ Creature token names "Kirin Balefire" Land: 1X-Mountain 1X-Plains 1x -Plains
Round 3 - Lavaball
The last of your party rushes through the door, hearts racing. You take a minute's reprieve to collect yourselves, and take a look at those that made it through with you. You can see in their eyes you have gained their respect - and they yours. For what it's worth in the short time you have left, you know you can rely on them until the bitter end.
Minutes pass. Hours pass. You thought this was a corridor to the next chamber, but you are beginning to have your doubts. The cavern walls are bleak and featureless, and the cavern ceiling rises far beyond view, but even so you sense something troubling about this. After what seems like an eternity of following the narrow path, you bring the party to a halt. "I need a rest", you say; the heaviest-built member of your group scoffs, but is quick to throw himself on the cold, damp ground. He leans on the walls, and promptly leaps to his feet with a yelp.
Where the man's skin had touched the wall, the water was evaporating with a hiss. Carefully, you touch the wall - and feel a jolt of raw mana racing up your arm. As you pull a way, a ripple of raw Ætheric energy shakes the tunnel, lighting it up as it passes through. For a second, you think you see the light swirling to reveal the outline of the door, only to fade away again a few seconds later. One of the men taps your shoulder. "I think I saw something on the other side as well", he says.
"Good. Keep your eye on it." Mustering your courage, you thrust both hands into the wall. The sensation of mana quickly turns from uncomfortable to agonizing as the bonds form unnaturally quickly - already your flesh is sizzling at points where the raw energy is boiling your blood. Just as you prepare to draw away from pain, a thundering pulse shatters sends gravel raining down from the walls and severs the mana connections. Far in the distance, the door now shines like a beacon. But judging by the unbearable heat, the grinding sound behind you, and the sight of the others scrambling for the door, you may have more immediate concerns...
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Previously:
Round 1
Round 2
This round's challenge:
It's your turn, and you just played two lands. Incoming Lavaball Trap targeting the two land connections you have just made (please, please read this before asking any questions. Also the rules up there.)
Finally, choose a fourth basic land for next round (within your colors).
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RB players, this is where the 'suicide' bit of this month's CCL comes in
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Mana symbols indicate your creatures. Letters indicate basic lands.
* indicates a Top 3 probation. Failure to provide a Top 3 next round will result in elimination. You can PM me a top 3 by the end of this round to remove this.
Team Uvar: 26
yewlas 21 UURR, IMM 8
Gerrard's Mom 52 WWWWBB, PPS 13
EronTheRelentless 7 UGG, IIF 8
*Rithaniel 76 RGG, MFF 3
*Lutrine 34 WWWWWWB, PPS 8
Lordschuft 17 GGU, FII 6
drewdagreek 10 GGU, FFI 13
Team Norwend: 23
Balefire 12 GGB, SSF 2
PsiJet 8 UUBB, IIS 2
CrustaceanCrusader 27 UURR, IIM 11
Hyral 31 UGG, IFF 5
*foo_intherain 23 WWWWUU, PII 8
L2i0n0k7 65 WWWWUU, PPI 6
KoolKoal 8 BBRR, SSM 6
Jimmy Groove 50 BBBR, SSM 15
Team Elau: 29
void_nothing 30 RRWWWW, MPP 3
*Socrates 35 RRRWW, MPP 9
Piar 17 BBRR, SSM 11
Random_Nation 13 RRWWWW, MPP 12
Ninja Caterpie 57 GWWWWW, FPP 15
*Timothy, Mimeslayer 43 RGG, MFF 3
Zanny77 13 WWWWBB, PSS 4
CodGod 22 GGU, FFI 6
Eskimo_Rage 17 UUUR, IMM 4
Team Nimbal: 17
MirrorEntity 46 WWUUU, PPI 3
Prophylaxis 37 WWWWW, PPS 2
Sagharri 8 GWWWW, FPP 5
Egak 29 GGU, FII 11
Mobiusman 20 GG, SSF 3
Altaurus321 34 WWWWBB, PSS 8
BlackBull 25 WWWWUU, PPI 2
GiftsTrix 23 UUU, ISS 2
Erimety 9 GGU, FFI 8
We're still missing a few Top 3's, so I won't normalize and amalgamate scores until the end of the round. PM me a top 3 if you didn't post one during critiques and I'll remove your probation.
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Y = Total number of Possible Points (3 * Number of Judges)
The deadline is Wednesday, the 15th of February.
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
And is there a challenge in terms of the amount of damage we get to deal this round? And do our tapped creatures from last round remained tap? Or is it ultimately just "try to make yourself and at least a couple of your creatures survive the four damage being dealt?" And since we started with two land connections and made another last round, do we choose which one one of the first is destroyed, or is that this rounds addition? And this doesn't include the first round's land submission, right? (I figured I'd ask every question I can think of, because I imagine they'll be asked sooner or later).
Creatures:
Groove, Acolyte of Ruin (1/1 Legendary Human Shaman BR)
3 Handmaidens of Groove (2/2 Vampires B)
1 Frostfiend of Groove (3/1 Elemental R)
Plan of action.
This round's new land will be a mountain, but it and the first round land won't be available, giving me just RBB to work with (I'm pretty sure).
This is my card in hand:
Wicked Feast 1BB
Instant (U)
Until end of turn, creatures you control gain "Another creature you control gains -1/-1 until end of turn: Regenerate this creature."
"Nothing tastes better than blood drawn by betrayal. Trust broken is the ultimate spice." - Groove, Acolyte of Ruin
Cast Wicked Feast. Each of the three Handmaidens of Groove (2/2 Vampires) regenerate using another Haidmaiden as the creature that gets -1/-1. Groove, Acolyte of Ruin (the 1/1 me legend) will put the -1/-1 on the Frostfiend of Groove (3/1 Elemental) to regenerate himself. After that, they will wait a turn and then attack through the door, leaving me with myself (1/1 BR) and the three Handmaidens of Groove (2/2 Vampires) as my survivors.
Syphon Trap 5UB
Instant - Trap (R)
If an opponent casts a trap this turn, you may pay 1UB instead of
Syphon Trap's casting cost.
Negate target trap spell. Its controller loses life equal to its alternate cost and
you gain that much life.
Refreshing. Well, not for you anyway.
FAQ Time:
- This is a new game - ergo, your creatures are untapped and have summoning sickness (this is being cast on your turn).
- You just played two useless lands that will not carry over to the next level.
- Said useless lands are being targeted by the Lavaball.
- There is no extra round requirement other than you make it through that door (by attacking and not getting blocked). Any of the original creatures that make it through the door with you also go on to the next round.
- If you return the Lavaball Trap to its owner's hand, it'll just get cast again. Likewise, putting it on top of its owner's library will get it recast during that player's next turn.
- Once you've dealt with the Lavaball, there's no rush - go through the door when you're good and ready to go!
Tunnel Wall
Land {C}
Tunnel Wall enters the battlefield tapped.
T:Add 1 to your mana pool.
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
1x Forest
1x 0/1 Balefire
2x 3/3 Centaur
1x 2/2 Vampire
Life's Continuum 6G
Instant {R}
Life’s Continuum costs 1 less to cast for each creature on the battlefield.
All creatures are indestructible this turn.
“Despite my best attempts, life has this annoying tendency to just keep on going.”
— Tzarah, Eradicator
I cast Life's Continuum and survive? Forest please.
Gruesome Feasthall
Land {R}
:symtap:: Add to your mana pool.
2GB, :symtap:: You gain 1 life for each creature card in your graveyard.
"All the morsels are free,
so enjoy this great treat;
just don't go around and ask
'what's inside of the meat.'"
- Ogard Orphanage Rhyme
Venoshock 1(G/B)
Instant {U}
Distribute two -1/-1 counters among one or two target creatures if was spent to cast Venoshock. Distribute two +1/+1 counters among one or two target creatures if was spent to cast Venoshock. (Do both if GB was spent.)
Instant (U)
If you paid B to cast Chill of Undeath, regenerate each creature you control. If you paid R to cast Chill of Undeath, it deals 1 damage to each creature and each player. (Do both if BR was paid.)
Plan: Cast this using BB, so the only damage dealt to my creatures is from Lavaball Trap.
You're overthinking this.
FAQ updated.
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
Actually, let's say this:
Tunnel Wall
Land {C}
Tunnel Wall enters the battlefield tapped.
T:Add 1 to your mana pool.
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
1/1 White Soldier x4
1/3 Blue Merfolk x2
1/1 White/Blue Legend, "Adevas," x1
Lands:
Plains x2
Island x1 (+1 next round)
(Cavern Wall x2)
Submission:
Enchantment (U)
Flash
When Icebind enters the battlefield, exile target spell.
When Icebind leaves the battlefield, the owner of the exiled card may cast that card without paying its mana cost.
Everything freezes, if you make it cold enough.
Plan of Action:
I cast Icebind, exiling Lavaball Trap. On my turn, I attack with everything.
Flavor Take: Adevas's troop panics momentarily and tries to run back through the door through which they have just come. The merfolk, who have a particular distaste for fire, elbow their way past the soldiers. Adevas remains relatively calm, and turns to face the incoming boulder of near-molten rock. He calls to Manirik, Father of Winter and fellow of his patron Cnao. The temperature in the room drops suddenly and the boulder is frozen in its path. The soldiers laugh with the gaiety of relief, clapping Adevas on the shoulder and congratulating him, but he warns his company that his spell won't last forever, and that they must continue on their way. Together, the group edges their way past the frozen trap and passes through to the next room.
Forest
3/3 green Centaur token x 2
1/3 blue Merfolk token
1/1 blue and green Legendary token, "Egak"
Land (R)
T: Add 1 to your mana pool.
:symgu:, T: The next creature card you play this turn can be played as though it had flash.
Fog of Rust 1G
Instant (C)
Prevent all combat damage that would be dealt this turn by artifact creatures.
Stone Disguise 2U
Instant (U)
As an additional cost to cast Stone Disguise, tap any number of creatures you control.
Creatures tapped this way become artifacts until end of turn. (They are no longer creatures.)
Cast Stone Disguise, on my next turn play forest and attack with everything.
1x 1/1 Gerrard's Mom
4x 1/1 W Soldier
2x 2/2 B Vampire
2x Plains
1x Swamp
Stone of the Steed
Land (R)
T: Add 1 to your mana pool.
1WB,T, Sacrifice a creature: Transform Stone of the Steed and attach it to a creature you control. Activate this ability only any time you could cast a sorcery.
Legend tells of a place deep in the Labyrinth where escape can be bought on the wings of a ghostly black pegasus, for the right price in blood.
---
Spirit of the Steed
(WB) Enchantment - Aura (R)
Enchant creature
Enchanted creature gets +3/+3 and has flying and lifelink.
When Spirit of the Steed is put into a graveyard from the battlefield, return it to the battlefield tapped and transformed.
Arrogant Dismissal WB
Instant (U)
Choose up to three target nonland permanents with total converted mana cost 3 or less. Destroy those permanents.
"I don't have time for these distractions. Let me know when you're ready to fight."
Morale Surge 2(G/W)
Instant (U)
Kicker 3(R/G)
Creatures you control get +0/+X until end of turn, where X is the number of creatures you control. If Morale Surge was kicked, those creatures also get +X/+0 until end of turn.
Cast this without kicker (using white of course), giving all of my guys +0/+7, plenty of toughness to survive.
An additional bond with black magic is forged as we press ahead (+ Swamp).
Headrush R
Instant (U)
Draw three cards and then discard three cards at random.
Of all the inventions the Izzet League have masterminded, none is as cherished as their patented Firemind's Brew - the best night and worst morning of your life, guaranteed.
>>> into >>>
Nebelgast's Beckoning
(U) Instant (U)
Counter target spell.
Flashback UU
"Out with the tides" - Selhoff expression meaning "lost".
I cast Headrush, painfully reliving my college life at Alpha Beta Unlimited, Katazar-Razblat Campus. In my stupor, I hazily recall my Parapsychoschizocology 101 introductory exam (conveniently the only class I passed) - Nephalia's ghostly ocean mist is renowned for what? "Nebelgast's Beckoning!" I declare proudly, half-shouting, half-slurring. My companions turn to me quizzically, a look of perplexed disgust mixed with frantic terror on their collective faces. I can't help but smile smugly as the ball of molten rock hurtling at us is enveloped in a icy shroud of ocean mist and ghostly wails. When the mist finally dissipates, the room is empty save for an otherworldly chill and the distinct smell of salt. Sobered by the cold, my party and I stumble through the door and I silently wish for a warm fire (mountain) and hot mug of cocoa.
Next Round: Searching to acquire an additional x1 Plains.
Resources:
x2 Island
x1 Plains
x4 1/1 white Soldiers
x2 1/3 blue Merfolk
x1 1/1 blue and white Legendary creature named foo_intherain.
Response: T: Plains, T: Island, T: Island, cast:
Enchantment - Aura (U)
Flash
Enchant creature
Enchanted creature has absorb 4.
When Blessed Rain enters the battlefield, put a token thats a copy of it onto the battlefield for each other creature you control that it could enchant.
As the tunnel became a glowing red color and the intense heat threatened to close in on foo and his men, the spellcaster conjured up a powerful torrent of mists and the room began to become foggy with steam. Soon, the entire area was beginning to become showered in a white light. Golden drops of rain that doused the powerful heat of the Lavaball Trap and provided salvation to the weary adventurers. Each able to brace the heat and attack the door onward to their next turn of the labyrinth.
Avalon: The Legend Begins :: Pirate Set :: Babel: The Æther Wars
Favorite Magic Card: Fowl Play
[Primer] [Barrin's Tome]: A Master Wizard's Spellbook.
Resources:
1 x Centaur (3/3 Green)
5 x Solder (1/1 White)
1 x Forest
2 x Plains
Landbonding XGG
Instant (U)
Convoke (Each creature you tap while casting this spell reduces its cost by 1 or by one mana of that creature's color.)
Untap X lands you control.
Draw a card.
I float GWW, then cast Landbonding for free, where X = 5 by tapping all of my dudes and spending G. I untap all my lands (including the new ones!), giving me a total of 5 untapped lands and 7 possible mana.
Then draw and cast:
Wall of Infinity 3WW
Instant (U)
You and permanents you control gain protection from everything until end of turn. (You and your permanents can't be dealt damage, enchanted, equipped, blocked or targetted by anything this turn.)
...which completely messes up the spell by protecting the lands from red and traps and "spells named Lavaball Trap" to make it infinite times immune to being targetted, thus fizzling the spell and countering it. Yes, I countered the spell. In green/white.
Next turn, I draw, drop a FOREST and attack with everyone.
Admittedly, I may have been able to get away with Wall as a Safe Passage-like spell at 3 mana, but I got given free lands and I'm not going to pass the round without using them.
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
1x Island
2x Forest
1x Maritime Guard "Juni"
2x 3/3 Green Centaur
- Centaur Courser - "Bo"
- Nessian Courser - "Ramal"
Land's Last Defense XG
Instant (R)
Until end of turn, X target lands become 1/1 Green Saproling creatures. They lose all other types and abilities.
When you listen to the land and work to understand her, she will come to your aid at your time of need.
I cast Land's Last Defense targeting the two lands that have come into play this turn using UGG. My two lands are now Saprolings and I swing with the team next turn.
Round 2 I had requested and U but I got a G which worked out just fine. This time I'd like an U to even everything out at UUGG.
A part of his mind realized that it was likely connected to that fluid he had drank in the first room. After he drank it, fire unlike any other had flooded his bones, making him feel as though he would surely die, but he had not. That same feeling had rushed through him a second time, just before he had spoken the command that would halt the key-golems in their tracks.
However, even as he contemplated this, most of his mind was focused upon his mission here, and upon protecting his allies. He was a man of duty and of brotherhood, after all.
As they walked, Thordis began to feel a familiar burning within his bones. He wasn't sure if he was just imagining it at first, but as it grew, he had to stop. As he looked around, he began to notice that there was something strange with the walls. A deep light in this pitch black tunnel. Turning to the wall at his right, barely noticing the Centaurs taking a step back from the corner of his eye, he placed a hand upon the stone before him.
As soon as his fingers grazed the stone, he felt it. A vast ocean of fire brimming with power just beyond his reach. Though, even as he considered how to take it, he felt it reaching out to him, as though it wanted to be possessed. A flare of white light burst out around the Prince's fingers, and his eyes went wide, searing hot pain shooting up his arm like a spear. He couldn't move or think for the thirty seconds that it went on... it was just sheer pain.
However, as soon as the light faded, the pain was gone, and not even an ache was left behind. Thordis blinked in confusion once more, as he noticed the door fading into existence out of the corner of his eye. Once he turned to face it, however, the elemental, who had been meandering some fifty paces behind their procession, began keening, and Thordis almost immediately felt the reason why: a shape of lava was sweeping down from behind them.
"What is it?! What's going on?!" Azoth shouted as he about faced and readied his greatsword. Strange, Thordis thought, Can he not already feel the heat?
Stepping forward, between his two huge guards, he held up a hand to calm them, "Don't worry. I can handle this." As he stepped forward, the flaming boulder came into view, moving rapidly. Yet, for some reason, all that Thordis could think of was theology and food.
There was a story of a great feast hall, where the great warrior god, Deohulf, and his army had once stopped for merriment and rest. During the night, while they rested, the god's enemies had stolen into the hall and set the building to flame. However, when the sun rose the next day, the warriors simply awoke, among charred ruins, each and every one of them completely unscathed, while their would-be assassin's lay in charred piles in the ruins. That place had been the home of Rovald, the spirit of the hunt and the feast. It had favored Deohulf and his men for partaking of the bounty within it's hall, and scorned the assassin's for hunting their fellow man.
That is what Thordis needed right now. He needed that spirit's protection, and even as he gazed upon the ball of lava hurtling straight for him, he could feel it, Rovald, in his mind. All he needed to do, was push...
The prince breathed in deeply, the breath stirring that deep flame within his bones once more, and, with a silent prayer, breathed out. Azoth, Hallém, Thordis, and the elemental all flashed teal for a moment, and then, the blur of lava that moved far faster than anything they had ever seen broke over them.
It was a moment before they all realized they were safe and the ball of lava was gone, having exploded and leaving a residue of lava around their ankles. They were kept safe, however, by the teal skin that enveloped them. Turning around and stepping towards the now clearly illuminated door, Thordis spoke up, "Let's keep moving."
Azoth and Hallém responded in unison, clearly more out of fear than duty, "Y-yes sir."
Feast Spirit 2BB
Creature - Spirit U
When Feast Spirit enters the battlefield, destroy target nonblack creature.
Channel — 1GG, Discard Feast Spirit: Regenerate each creature you control.
It is both the reveler and the feast itself.
2/1
Floating RGG to channel Feast Spirit and regenerate all my creatures. Next turn, let's see a plains.
Temporal Edit 2U
Instant (U)
Shuffle up to three target permanents you control to their owners' libraries then draw that many cards.
Never tell a chronomancer 'no take backs'.
Shuffle the two lands into my library, draw two cards and Lavaball trap fizzles for lack of a target. Adding an island to my mix and swing away with the whole party at my leisure.
You, sir, are as cunning as a Silverchase Fox.
[Clan Flamingo] Tier Archivist
[15:21] <@CC> Remember, if you argue, you are an idiot.
Untrophied Wins:
Perfect MCC Scores: 2
---------------------------------------------------------------
Creature - Beast (R)
As an additional cost to cast Fleet-Clawed Prowler, return two lands you control to their owner's hand.
Flash, Haste
"It is the hunger, that stalks the sun, at end of the world."
- Anadwanie Saying
4/4
Play my beast and return two tunnel walls. Trap dead in water. My turn, waltz on through.
Thank you everyone for the rules advice.
Oh and i choose another island.
I wonder if this will work:
Blessings of Afterlife WB
Instant (U)
Until end of turn, whenever a non-Spirit creature you control dies, put a 1/1 white Spirit creature token with flying onto the battlefield.
"Only the good souls get to stick around for another life. The rest, well..."
He casts Lavaball Trap, so then I tap my Plains and Swamp and cast Blessings of Afterlife. My Soldiers all die and are replaced by 1/1 flying Spirits. We then attack and go through the door. Next turn, I'll play a Swamp.
Singled Out B
Instant (U)
This turn, whenever damage is dealt to a source other than target creature, that damage is dealt to that creature instead.
Lavaball Trap, play this, targeting one of my soldiers, soldier dies, we go through. I play a Swamp.
The trap will resolve unless both lands have disappeared. I'm terrible at citing the comp. rules, but I'm sure someone more knowledgeable can explain better.
Episode 1
Suited in silver armor, his face covered with a crimson cloak, the figure grew pensive as he approached the Vault Gate.
He had come from the southern regions, a mountainous and volcanic in parts and lowland plains in others. His people made their living in war, whether making the weapons and tools of war for far away lands or hiring out the graduates of their military academies as mercenaries.
He was Kirin Baelfire, third son of a father who was only known to most as “ The Traitor”. His father had betrayed his platoon to the enemy, and was executed for it, when Kirin was but a child. He had joined the military academy to prove those that thought the taint of treachery was inherited. He rose through the ranks, mastering both melee combat, and casting of battle magic’s, rising to the ranks of Arcane Battlemaster.He had expected to be hired out, as a general for a king in need of someone to direct the tide of a battle. Instead he was taken from the academy, and told by his leaders that he was to lead a small squad into the infamous Labyrinth, and retrieve it’s wonderful treasure for his homeland and perhaps secure their kingdoms rocky future, one where they did not have to rely on war to make their way.
“A mission of peace.” It was called with as much sneering as possible behind his back. Kirin knew a suicidal assignment when he saw one. The four that followed behind him, also clad in silver armor, were not the best soldiers, they were the rejects, the unwanted, the inexperienced, the tainted.
If that was all he had then they would do.
However even his own soldiers eyes were on the reinforcements he had raised from a volcano before they had left. Two mute towering figures, their body’s seemed carved out of obsidian, their eyes burning with fire and their veins pumping with magma.
As they entered the first room they found a great hall, where statues of great warriors that had gone before him stood, their weapons of choice permanently placed in the statues hands, held their by magic older than time. As his men set out to explore the room, Kirin took first watch with his elemental guards, his eyes carefully sweeping in the room, you’d never know when little details would help you succeed in a mission, that everyone expected you to fail.
Warrior's Sanctuary
Land (R)
Warrior's Sanctuary enters the battlefield tapped.
t: Add or to your mana pool.
WRt,: Target creature get's +2/+0 and has first strike until end of turn.
Episode 2
The sound of crashing metal echoed through the chamber as the metal monstrosities descended with great speed towards his people. They stood back to back in a semi circle around the two Elementals. Kirin’s heart pounded in his chest, and his adrenaline raced though his face showed nothing but calm.
“ I believe I’m sick of this labyrinth already.” His said wryly, as his eyes glowed red first then white, as he tapped into the raw mana of this strange place and raised his hands as bolts of power shot out of him and into the Elementals who stepped forward. As if the bolts fired were catalysts to change, the Elementals shifted as from their right arm a shield formed seemingly made of the same obsidian as their skin. On the their left arm they now held a spear that seemed to be made of white hot magma from the core of the earth.
“Boys,” Kirin said simply to the pair of Elementals, pointing at the two Golems charging in at them. “ Deal with this.”
They mutely nodded and the pair of Elementals charged towards the Golems without a second thought. The Golems swung at their respective Elementals and sparks flew off the shield the Elementals had. Kirin averted his eyes to the light and grimly began to try and think up another plan.
However, as he and his people turned back toward the battle, they saw that the Elementals had driven right through those metallic bastards with the lance. The Golems fell, defeated and the Elementals returned to their former forms.
With the Golems dead, the keys were there’s for the taking, though Kirin was still very quiet. After all he didn’t want to tell his squad that the spell he had used hadn’t come for a book or a tactics manual, it had been raw magic, a spell of instinct. The first level of this forsaken place had forced him to think on his feet and nearly caught him off guard.
Kirin was beginning to understand the gravity of the mission he had undertaken.
Edge of Survival RW
Instant
Blocking creatures you control are indestructible until end of turn.
Fateful hour — If you have 5 or less life, those creatures gain +3/+0 until end of turn
“Debate the nature of a warrior all you wish, at the end of the day, the will to survive can makes all the difference.”
-Kirin Balefire
The Adventure Continues...
It seemed forever since they had been walking, and Kirin needed a rest. He called for the others as well to take a brief respite in this forsaken dungeon. As they began to relax Kirin was approached by a large solider a good foot taller than him, but at least two years his junior. The younger solider was dressed in silver armor with intricate designs upon them and bore a hammer and shield. The large man put down the shield and extended a hand out and Kirin extended his out as well shaking it.
“ Never thanked you for getting us out of that tight spot with the golems.” The large solider said
“ It was nothing.” Kirin said pausing for the younger solider to give his name
“Ajax Farun, sir they call me The Iron Hand.”
“ Drop the sir, it’s just Kirin and Farun, I know that name….” Kirin remarked before comprehension dawned on him “ Of course, Farun your family’s one of the most prestigious forgemasters in the land. No wonder your armor looked so professional.”
“Yes it was a gift on my advancement out of the Academy.”
“Well, then if you don’t mind me asking, what are you doing here, a pedigree like yours and you could have had your pick of placements.”
Ajax paused, and then lowered his head before putting his hands across his chest and spoke a command out loud in a foreign tongue. As he did so the runes on the shoulder of his armor glowed and the gauntlets on his arm and hand fell to reveal…nothing. Instead of arms there were just two fleshy stumps.
“For me the name Iron Hand is a little bit more literal, I was born this, and would have stayed that way had not I been of the Farun family, my father and his uncles worked day in and day out for several years and they finally created these two gauntlets, and gave me the ability to be well…as close to normal as I could get.”
He spoke the same foreign tongue again and the two gauntlets zoomed back up and re-attached themselves to his armor, as he then lifted them and rotated them gently.
“ I went into the Academy , but unfortunately everyone knew of my ailment.”
Kirin knew the rest of the story all to well, despite it being publicly frowned upon, the instructors of the academy tended to look the other way, allowing the students to be quite cruel to one another, Kirin endured such treatment because of his fathers past, he imagined it was even worse for Ajax, who’s ailment was a physical. Considered to be an ill omen.
“ I only recently advanced out of the academy, and I have no talent for magic. I thought that perhaps after I got out of the academy, they would have placed somewhere were I could prove myself. Instead I was assigned to this squad, no offense sir.” Ajax said quickly regretting that he had said anything as well as called Kirin sir again.
“None taken going into this death trap wasn’t my idea of a good place to take a squad either, but here I am, and don’t worry Ajax you’ll get a chance to prove yourself soon enough.”
“Just hope I live long enough.” Ajax said with a laugh before plopping down on the ground.
Then all hell broke loose and Kirin was forced to channel mana outward just to light the way to the door. His squad ran for he door as the heat began to build.
“ Sir….Kirin.” Ajax called out “ I have an idea.”
“ At list point I’ll take anything that keeps us alive.” Kirin said before Ajax broke ahead of the pack, and extended out his shield. Then whatever trap Kirin had sprung burst forth with molten lava. Ajax then uttered another foreign command and the shield glowed white for a minute, before it spread into a barrier that reached out all the way to the door. The lava crashed and burned against it but the barrier held long enough for them to get to the door.
“ I thought you said you had no talent for magic.” Kirin questioned as they neared the door.
“ I don’t.” Ajax said tapping his shield and pointing to the large rune engraved on it with smaller words surrounding it in a circle. “ To forge the finest weapons, you must brave the breath of dragons.” Ajax read aloud “ Family motto. That rune is a barrier spell for the forgemasters of my family, keeps even the toughest heat from getting to us. I only have to say the word for the spell to activate. One use only though, my uncle told me to save it for an emergency, this seemed like a good enough emergency.”
Kirin laugh and clasped his hand on Ajax shoulder “ I wouldn’t worry about proving yourself Ajax, if we survive, I suspect you’ll prove that ten times over.”
_______________________________________________________________________________
OOC breakdown
The Card
Forgemaster’s Barrier2W
Instant
Creatures you control gain protection from red until end of turn.
"Fire's only as dangerous as you let it be."
- Ajax, The Iron Hand
What Just Happened!
• With the Lavaball trap on the stack I then Cast Forgemasters Barrier, giving all of my creatures protection from Red
• Because all my creatures, including myself have protection from red, no damage is dealt by the trap.
• Then head for the door and peace out.
Basics
Troops:
2X-R Elemental
3X-W Solider
1x-W Solider named " Ajax, The Iron Hand"
1X-R/ Creature token names "Kirin Balefire"
Land:
1X-Mountain
1X-Plains
1x -Plains
Next Time...
Think I'll take a Mountain this time
The Anabyn
Stay Hungry My Friends....