Teleporters Tanair and Usi UUR
Legendary Creature - Vedalken Goblin
2UR, Exile Teleporters Tanair and Usi: Create a blue 1/2 Vedalken legendary creature token named Tanair and a red 1/1 Goblin legendary creature named Usi.
2UR, Sacrifice a Vedalken creature and a Goblin creature: Return this card from exile to the battlefield tapped.
2/3
1 experience point for being impeccably reckless
Additionally, sorry for making this post longer than a GM post.
Also, I created Entrias for purposes of flavour, since I couldn't see a circus goer saying that. I don't really care if it's used later or not.
Usi was in shock. She had sent the entire circus into utter pandemonium. She was pretty sure someone had died. Tanair was shouting at her, of course. Tanair was always more composed, calmer, rational. She was reckless, constantly excited, unreasonable at times. She would never be like Tanair, how could she? She would never be as talented as him, so why even bother? Why even bother?
She felt something on her shoulder.
It was Tanair's hand. "You know, that was really brave of you there. You could've killed yourself back there," the vedalken said, sitting beside her a small distance from the circus, where they ended up. "I would've never thought of something so ingenious, so... awesome."
"Thanks. I knew you were gonna get me out of there, so I guess I just... had an idea and went with it," the goblin girl replied.
"I'm amazed you can have that much trust in anyone. I don't trust even myself that much." There was a long silence. "You know, you would've fared great where I was from."
"You never tell me much about where you were before you... landed here." Suddenly, a hint of wonder lit up in her eyes behind the tears there. "Tell me about it!"
"Maybe after we solve our conundrum, come on!" Tanair said with a smile. Usi ran with Tanair with confidence beck into the tent, helping others escape while Tanair made his greatest trick yet:
Conscious Dream3UU
Enchantment (R)
When Conscious Dream enters the battlefield, return up to three target creatures to their owners' hands. Those creatures' owners can't cast spells with the same name as those creatures until Conscious Dream leaves the battlefield. "The greatest trick is the ability to make people think they've gone to a far away land, when they've really gone nowhere at all."
- Tanair, Teleporter Extraordinaire
An orb showing vast green pastures and flowers surrounds the bandits, and Tanair urges the civilians in the tent to get out as quickly as possible.
Usi was impressed, but wanted a more permanent solution. "Wait, can things that go in there ever come out?"
"Not as long as I hold the damn thing."
Usi put as much focus as she could, and threw a long whip of flame into the orb:
Burning Ingenuity1RR
Sorcery (R)
Each player discards all of the cards in his or her hand, then each player may pay up to 10 life, and draw that many cards. "Knowledge can be earned from anything. Even that which seems to know nothing. Look now, at the fire which burns; does it know what destruction it causes, or where it will go next? It may well not, but we know that it paves a path for new, clean life to spring and take form."
-Entrias, Sage of Everthorn Wood
When Tanair dropped his spell, the bandits were lying flat. Their minds were, indeed, empty from the flame.
Private Mod Note
():
Rollback Post to RevisionRollBack
My thoughts are with the friends and family of the Orlando Shooting victims and with the rest of the LGBTQA+ community.
Check out my Newborder Peasant Cube here! http://www.cubetutor.com/draft/37467
Necarg, please don't acknowledge this in any way whatsoever.
True Name Mafia (Win),Clan Contest IX Mafia (Win), Bravely Default Mafia (Loss), BOTAS (loss), BfV (Loss), Ace Attourney (loss)
Rules Advisor before they were eradicated
Nilt, the Incontainable GU
Legendary Creature - Elf Rogue
Skulk
GU: Return ~ from the battlefield or exile to its owner's hand.
1/3
EXP: 1
For the love of pete! Ok, Kit was now dangerously high up thanks to a blasted Aven bandit. Now he just needed-! Did she just throw sugar in his face? Ok, now they're dropping, FAST. Think, think quickly. Ok, magic was needed here, but which? Maybe...
Druidic OdeG
Instant (U)
Escalate G
Choose one or more -
• Untap target creature, it gets +1/+1 until end of turn.
• Target creature gains reach and gets +1/+1 until end of turn.
• Target creature gets +2/+2 until end of turn. Limber as the willow.
Tall as the pine.
Strong as the oak.
Ok, the first two verses should be enough, man its been a while since he recited this spell. Not since- no, less memories, more moving! As the last word dropped from his lips, he felt the magic take hold; His bones strengthened and his limbs stretched, inside his chest an elven heart, already beating quickly from the havoc ratcheted up another notch to speed him to the likely trajectory of Kit and her assailent. If he lived through today he was going to be SORE. He reached out to catch them, well Kit mostly, and... (To be determined by DM.)
OOC: This represents probably one of the strongest spells Nilt knows/remembers from his time as a druid. He won't be tapping into tricks like this very often. It brings up somber memories he'd rather not face.
Chipper is common grey squirrel by all outward appearrences, and met and befriended Nilt during his youth with the Frelindr. He followed him to Lugario's Circus, and lives in Nilt's Wagon. The only out of place thing about Chipper is why he isn't dead. Even in capitivity Squirrels live at best 20 years. Chipper is has spent 32 years at Nilt's side at doesn't look a day over 5. Maybe being from the Frelindr lands has imbued the critter with hidden magics. If so, Chipper is probably completely unaware of it.
Baryhl Deathdodger1UB Legendary Creature - Aetherborn Rogue
When Baryhl Deathdodger enters the battlefield you lose 1 life for each time it has been exiled this turn.
If Baryhl Deathdodger would die, exile it instead then return it to the battlefield under its owner's control. "Sometimes... I wish the curse would just let me die."
2/1
-Your character's role in the circus:
Death defying stunt man (Deathdodger is his stage name) -A brief description of your character's place of origin:
Barrel wasn't born so much as he was materialized from the Aether on the streets of Kaladesh's night market. Tezzeret has seen something special in Baryhl and transported him to Grelwyn. The planeswalker has left him in Legarios care. -Your character's reason for running off and joining the circus:
The Aetherborn are typically short lived due to the nature of their being as primarily composing of Aether residue, but Barrel's being has not dissipated and while his closest Aethrborn compatriots die off, he is feeling more and more isolated. He seeks longer lasting companions and combined with his inability to suffer mortal harm, the circus provides a venue for his talents and the family he never had. -One other person in the troupe that your character either really likes, or really hates:
The streamer-fairies. They are the worst, always happy and colorful. -An important item your character possesses. (nothing powerful):
Tezzeret has left him an amulet that Baryhl can activate in case of a dire emergency. -An important memory, or fear your character has:
Barrel has become exhausted of life and lost his passion for anything. He fears what will happen when his body is too old to survive, but his essence will force him to live.
Gruesome DisplayUB Sorcery
As an additional cost to cast Gruesome Display, sacrifice a creature.
Target creature can't be blocked this turn.
Draw two cards. You want to take your eyes off of it, but you can't look away. It's what you paid to see.
Baryhl Deathdodger1UB Legendary Creature - Aetherborn Rogue
When Baryhl Deathdodger enters the battlefield you lose 1 life for each time it has been exiled this turn.
If Baryhl Deathdodger would die, exile it instead then return it to the battlefield under its owner's control. "Sometimes... I wish the curse would just let me die."
2/1
Gruesome DisplayUB Sorcery
As an additional cost to cast Gruesome Display, sacrifice a creature.
Target creature can't be blocked this turn.
Draw two cards. You want to take your eyes off of it, but you can't look away. It's what you paid to see.
Baryhl catches the glance of near by Brackorl and knows exactly what to do. Rimney was a bit of a dolt, but he was still family and no one hurts Baryhl's family and gets away with it. Calmly, but with a determined urgency, Barhyl starts pressing through the panicked crowd who are running in the opposite direction. It is't long until he can see Deovan's gaze turn towards Brackorl and it seems almost against his will, but he fires at him. Instinctively, Baryhl shoves Brackorl aside as the crossbow bolt buries itself in Baryhl's back.
Forced Martyrdom1(W/B) Instant
Until end of turn, if damage would be dealt to target creature or player, you may have that damage dealt to another target creature you control instead. Whether the sacrifice is noble or selfish in cause, there is still a martyr who has to pay the price.
(I know what you're going to say, but I wanted to try it anyway. I'm not going to try to justify it right now because I want to see how you judge it, then I'll comment on my reasoning)
OOC: I knew the card was out of the color pie, but I thought it was an interesting shift because it really was about being selfish and passing the buck to someone that maybe doesn't deserve it. The shift was mostly done from a flavor standpoint but I think it works mechanically as black as well as white.
Barhyl looks down and sees half of his torso missing and sighs. His flesh doesn't so much regenerate as it does materialize. For most Aetherborn this comes at a great cost to their life expectancy and require substantial amounts of accessible mana, but for some unknown reason Baryhl just syphons ambient mana and Aether in what seems to be a limitless supply for this purpose and this purpose only. Things have been a bit different on this plane where Aether is not so abundant. When he needs to rebuild significantly it sometimes takes from other beings. He hasn't told Lugario this yet, but it's only a mater of time until some poor sap in the stands dies of a heart attack when Baryhl repairs one of his crushed chest cavities. The minor injures that don't really require a substantial amount of material to repair don't seem to have this affect, but when he loses a limb or substantial mass, he know the replacement mass comes from somewhere, he just doesn't always know where. He hasn't been so foolish to test the full limits of his abilities, so who knows what extents of damage he can repair.
While full of hate for these bandits Barhyl concentrates on repairing his injury and can feel the aether being actually being pulled from the bandits themselves... this would imply they are summoned... by a planeswalker. "We have company" Barhyl thinks to him self.
Syphon Aether2BB
Instant [UNC]
Syphon Aether deals damage to each creature equal to the damage already dealt to it this turn. You gain life equal to the damage dealt this way. At first, the Aetherborn were synonymous with vampires, but it became clear they were less parasitic in nature and much easier to kill.
Grevax, Master Illusionist1U
Legendary Creature — Human Wizard [R]
Skulk 1U: Return Grevax, Master Illusionist to its owner's hand, then put a token onto the battlefield that's a copy of it.
2/2
Grevax continues his best attempts to avoid conflict, but his options are running out. He conjures another teleportation spell to stave off the bandits, but he has a sinking feeling that he won't be able to hold out forever. Should be be pushed too much further, his desperation might drive him insane. The last time he had been cornered like this, his nature became tainted with dark mana. He abhorred the ruthless savagery that came with it, and avoided it at all costs. Grevax cast an ensnaring spell in an attempt to buy some time and escape.
SlowXU
Instant [R]
Tap X target creatures.
Fuse (You may cast one or both halves of this card from your hand.)
//// Steady2UU
Instant [R]
Return each tapped creature to its owner's hand.
Shalin NariyaRGW
Legendary Creature - Elf Shaman
At the beginning of combat on your turn, you may gain control of target creature an opponent controls until end of turn. If you do, that creature deals damage equal to its power to Shalin Nariya, then untap it and it gains trample and haste until end of turn.
: Shalin gets +0/+1 until end of turn.
2/2
Bandits in custody, Shalin started binding all three of them, Byakko's snarls music to her ears in the meantime. "You and your friends will get a great meal after this, don't you worry," she softly said to Byakko, though it was directed at the other animals she worked with, as well. The binds she was using seemed to emit a scent that drove nearby predators to instinct, their cages the only thing stopping the bandits from being grotesquely mauled.
Beastskin BindingsW
Enchantment - Aura {C}
Enchant creature
Enchanted creature can't attack. 3G: Target creature you control fights enchanted creature.
Once she had all three bound, Shalin headed toward one of the exits to secure it. The fewer opportunities there were for any remaining bandits to slip away, the better.
Sorry for the late reply. I'm thinking of switching to an update every three days instead of two, since it takes a several hours to write an update. I'm learning a lot about pacing and so fourth in this rather odd format. Thanks for helping in this grand experiment. We'll soon be drawing to the end of Act 1, I think.
Outside the tent
Thanks for the heads up. I'll cut you some slack.
Your card: Sugar in the eyes. That's an inventive use of your resources, which is worth some points. The card itself is a little below rate compared to something like Mind Games, which isn't actually a stunningly powerful card. Considering the fact that blue is the color with the least problems concerning flying, I think this definitely deserves a small upside, like scry 1, or rebound, or something. Or you could colorshift it to green: I don't see why green couldn't tap a creature.
Result: The bandit has you by the shoulder, and is lifting you off the ground. A peculiar sensation sinks as you see the street start to shrink. Luckily, you've kept your wits about you, and using one of the few resources you do have available, you fling a wad of sugar at the bastard's owl-face. It's a difficult angle to throw from, and most of the wad misses entirely, but some granules make it into its eyes, and the aven drops you more out of surprise then pain. It squawks, and cradles its eyes, veering wildly off its course, but catching itself before falling. It manages to remain airborne, and looks pretty pissed. As you fall, you see Guzlo down the road charging like mad at two bandits. He looks like he needs help.
Your card: I didn't know Nilt had it in him. This is a deceptively powerful card. It's only ever a combat trick, but it is one hell of a combat trick. As far as I can recall, it's not strictly better than anything, and it is important to note that no part of the card can save a creature from non-damage based removal. I wager it's closer to Symbiosis than to most combat tricks, and that card is way better than it looks. After much consideration, I don't think this card is overpowered, but I do expect it to be quite a bit better than it appears. If you can leave up double green at any time, you can be guaranteed to be ahead of most combat situations. I like what you did with the flavor text, but there isn't room for 8 lines of text. You might be able to squeeze it in if you use slashes instead of line breaks (that's how us poetry types usually represent line breaks when we don't want to take up too much space on the page).
Result: I didn't know Nilt had it in him. You know that you must be in considerable pain, but the adrenaline is such that you don't feel it. Your arms extend and rearrange, branch-like. Kit falls gently into them as the Aven spins off and catches itself in mid air. Its eyes are watering, but it sees some blurry version of what just happened. Not wanting to tussle with whatever kind of wizard Nilt is, the Aven flaps mightily toward another part of the city. Nilt and Kit are left alone. A moment of relief sets in, and then an agonized wail from Rimney reminds you both that everything is still in disarray.
Your card: My first response was that this card was entirely out of color pie, by when I read the second clause, I realized this wasn't true. This card works well on flavor and color-pie. Unfortunately, like almost every card that whiffs half the time, it isn't all that useful of a card. It saves a creature from damage half the time, but it doesn't save the creature from any of the other multitudinous forms of removal. Indestructible Aura is the closest card to this, and the best thing about that card has always been the cool art, and not the mediocre effect. In order to make this viable, I'd add a combat bonus, like +1/+0 and first strike, and I'd also add a fail state like "if you lose the flip, return this card to owner's hand at the beginning of the next end step" or something. The way you have it worded doesn't specify that you have to control the creature, but I assume you do, because it says "sacrifice it" rather than "it's controller sacrifices it", which would be a very different card. The sacrifice clause isn't actually much of a drawback, since you wouldn't be using the card unless the creature was already doomed.
Result: Nothing is easy for poor Guzlo. You bravely lash out at the bandits, catching them off guard with your fury. You lash the grinning one across his ugly face, and his mouth fills with blood. You land a kick, a punch, a bite, and another, screaming all the way. The laughing one laughs through the blood, and cracks you hard with a cudgel, sending hot blood trickling down your temple. No allies seem to be coming to your aid. This could be the end for Guzlo. Nevertheless, your ferocity continues, and you lash, kick, and bite as hard as you can. Suddenly, the doors of the church burst open, and the children who you rescued burst out screaming. They dogpile on the guy with the cudgel, knocking him to the ground, and pinning him. You see that he did have a chance to crush the young girl's head with his club, but he hesitates at the crucial moment, clearly not wanting to hurt the child. He is pinned down by the children, leaving you with the more serious one. He seems shocked by the defense you put up, and he manages with some effort to throw you off. He reaches into his boot, and pulls out a crooked knife. You can see down the street to the circus tent, and you see Nilt catching Kit out of the sky. Their assailant flies off, seemingly defeated. They'd probably help you if they could, and you're positive you could run away faster than this guy could catch you, but you are concerned what may happen to the children if you did that.
In the tent:
Your card: That's an interesting one. I can't really think of anything to compare it to. It's not entirely unlike a Fight to the Death with a little life gain on top, which is a decent card at uncommon. This is the right kind of wrath to occur at uncommon: it's highly situational, but potentially backbreaking. This turns a board stall into your favor if used correctly, but it's dead in a lot of situations, making this an interesting design that definitely gets my approval.
Result: In under a minute, Baryhl has fully reformed. You look around the tent to see if anybody is falling over dead. This doesn't seem to be the case, but it's hard to tell: the old aven and his grandchick are both lying still, and Baryhl knows well that he may have inadvertently snuffed what little embers they had left. Beyond that, there seems to be some truth to your theory that these bandits may have been summoned from someone else. That may indeed suggest a planeswalker (something Baryhl knows more about than most people do), but it certainly doesn't confirm it. Baryhl stands, intact and unharmed, just like every time before.
Your card: That is definitely a sweet design. It is strictly better than Guard Duty, but I don't see a serious problem with that. I like the two-stage removal plan, and I feel like this does it a lot better than Caught in the Brights, which basically removes it the first time. Don't feel bad that your response is so much shorter than everyone else's: that's what happens when everything goes according to plan.
Result: The bandits allow you to bind them, including Deoven. Lugario looks most impressed with you. The bandit who is missing a hand mostly just whimpers, but you hear the unharmed bandit whisper some question to Deoven. Deoven whispers back just loudly enough for you to hear "It's fine. They aren't like him. The worst we'll get is a hanging."
Your card: The flavor on this feels perhaps more red/white than black/white. I've got to give you props for having every card you post work very consciously with your avatar. This is a decent combat trick, and like most decent combat tricks, it varies wildly from being a blowout to being unusable in the situation. The cost is a little strict for a trick, but I don't really see anything too wrong with this card.
Result: You thrust yourself into the midst of the fray between the bandits and Imini. One of the bandits plows straight into you, tumbling into a jumble. The other one sees you in time, and takes a wider course, laughing as he draws up to Imini with a kissy-face. She smashes him with the cash box, and blood streams out his nose. He has a short sword, and angrily brandishes it, as she uses the moneybox as a shield. Meanwhile, you are mid-tussle with a rather fat female bandit. You are too strong to allow her off the ground, and at Imini, but the bandit is too strong to allow you up either.
Whoah ho, now. These are some powerful spells. Usi especially does not seem capable of that kind of high-level pyromancy right now. To use your fire magic to literally burn out their minds seems no less than Chandra level pyromancy to me. You can play two characters, and they can be powerful, but they can't both be as powerful as the strongest members of the team.
On to the cards: Consious Dream- This is actually more powerful than a triple Journey to Nowhere, since the cards take up a lot of space in their hand, and they can't even cast duplicates they draw (poor Relentless Rats). Plus even if they get rid of the enchantment, they have to pay for the cards, which probably can't be done in one turn if you bounce three whole creatures. It costs 8 mana to do this with Quarantine Field, and that's way less of a blowout than this card. It's not even mythic, or legendary. This is an overpowered card.
Burning Ingenuity- Wait, what?? This card is crazy. Just imagine it in Legacy burn: my hand is almost empty by turn 3, and my opponent is probably at very low life. Even if they can be guaranteed to draw the Force of Will off of this, they can't afford the life to pay to counter what I cast, but I can easily draw 10 whole cards without feeling it, and be almost guaranteed a win. Granted, Legacy is so full of broken cards that this barely registers, but it does way too much for three mana. It's sort of like Windfall meets Necropotence, which is kinda cool, but it's just gotta be broken, right? I don't see exactly the thing that makes it broken, but it just seems like it has to be. I would change the number from ten to five, or maybe seven. Wheel of Fortune proves the danger of this, and this has potential to be scarier. I will grant that the purpose of this card is to blow minds, and it did indeed blow my mind. Nevertheless, both of these cards are just too much.
Result: Tanair and Usi look at each other as if they know exactly what to do. With newfound confidence, they both begin crafting ambitious magics that they've never tried. Meanwhile, Grevax is next to them weaving his own spell. There is a magical camaraderie between the three of you as you work. Unfortunately, the kids get sucked up in the moment, as many young magi have before them, trying spells of greater power than they were prepared for. Usi is the first to overextend, attempting to imbue telepathic magics into her pyromancy. Suddenly, she feels a rush of power like she's never felt before. Her mind is becoming unbound beyond what the goblin thought possible. The situation before her falls away as truths of the universe that she cannot begin to comprehend become revealed to her. She is struck in awe. Meanwhile, Tanair has himself become taken up in his own magics. He has managed once before to transport the mind, leaving the body helpless. Naively, he thinks he can do this to several enemies at once. First, he hits the man with the short sword, then, the woman who is wrestling Brackorl. He becomes aware of a short bandit stealing juggling knives, and attempts to trap him as well. This proves to be a mistake, as Tanair finds his brain nearly ripped apart from the effort. The spell immediately wares off of the bandits, and Tanair finds himself trapped in his own vision, unaware that Usi is lying next to him in her own form of mental prison.
Your card: I like this. Usually, you won't have the mana to fuse this, but either half of the card is decent (but not overpowered) on its own. The name is a little forced, but let's be honest: the names of most split cards are a little forced. The only problem I have with this card is not in the balance, but is in the fact that this more powerful of a spell than I'm comfortable giving Grevax easy access too, as mass bounce is a lot for one character to do in one turn. Then again, this spell can be scaled, so I'm perfectly happy giving you part of it.
Result: As you begin weaving your spell, you notice the vedalken, Tanair weaving a similar, and clearly powerful spell. Usi joins in, and you feel the mana swelling intensely. Unfortunately, the kids don't have the kind of control over their magic that you have, and you see first the goblin, then the vedalken collapse under the weight of their own magic. It's up to you. Your spell is cast, and a blue line splits into three, each targeting one of the same three bandits that Tanair had targeted. Blue chords enwrap them, causing them to become entangled, and to move in slow motion. You have the spell maintained, and If you like, you can use your next action to cast the second half of your spell, and banish them to somewhere outside of the city. You do see that the poor kids could probably use your help. You've been trapped in a hellish illusion before, and it isn't fun, although the goblin has an odd grin on her face.
A light wound goes to Guzlo for a crack on the head.
Brackorl gets a few bruises in the tussle, but nothing serious.
Tanair and Usi are unconscious, but aren't harmed.
We had several solid designs, so I'll give an experience point to the following: Nilt, Baryhl, Shalin, and Grevax.
No response from K'kel. I'll assume, she looked around, and saw all bandits currently engaged. She is probably gathering up her contraptions to make sure none were stolen in the chaos.
Next:
You've basically secured the tent. There are still several bandits, but Grevax and Shalin have all of them captured for the moment. You finally have a moment to regroup, and figure out what's going on. "Where did Guzlo go?" says Lugario. There is still a lot of chaos going on outside, and it may be smart to try to find a way to block the tent off from further attack, or perhaps it is time to grab everything and flee the city.
Those outside of the tent are unaware of what has been going on within, but are aware that if they are separated from from the troupe for long, they may not be able to get back. Guzlo is in particular danger.
No, you can just finish the other half of the spell and banish the bandits without posting another card. If you wish, you could even design a land to send them to. Someone else might have to help the kids though, you can't do both at once.
Nilt, the IncontainableGU
Legendary Creature - Elf Rogue Druid
Skulk GU: Return ~ from the battlefield or exile to its owner's hand.
1/3
EXP: 2
OOC: Are we allowed to reuse spells/cards? I know I won't be using the Druidic Ode every other entry, but maybe in another DIRE emergency? If not for that, then what about reusing other, less spectactular cards in general? Lastly, what happens when a pre-existing card fits perfectly for what we need to do? Are we not allowed to use it or make reprints?
Kit clambered down Nilt's enlongated frame and rushed to Rimney's side. Then the Nilt let go of his spell and he returned to his normally lanky stature. His heart also slowed, not to completely normal, but certainly his pulse was no longer a ragged staccato of beats. Slipping back inside the main tent, Nilt is relieved to see troupe-mates have secured the premises by apprehending the ruffians and Lugario is trying to gather everyone for discussion on what we're to do next. Oh, someone left their caramel corn in the horrid panic. Well, Nilt though, best not to waste it. Nilt brushs off the top layer of dirtied kernels and begins to snack. They're particulary sweet this time, Kit must of drawn on her special stores for this batch. Wait: one, two, three, four, Rimney and Kit were coming in from outside... Where IS Guzlo?
Catch Your BreathG
Instant (C)
Regenerate each tapped creature you control. "This ain't over by a long shot, but we've got a second." - Lugario, Ringmaster
Brackorl, the Burnished ThroatRW
Legendary Creature - Kor Rogue (R)
Noncombat damage is dealt to Brackorl, the Burnished Throat in the form of Brackorl getting +0/+2 until end of turn and you gaining 1 life for each 1 damage dealt. 3, T: Brackorl deals damage equal to the number of Equipment you control to target creature. "It's not too hard of a gig - just leaves a man wanting a drink."
1/2
Experience Points: 1
OOC: Take your time with the updates, buddy-o. It's definitely worth the wait to get a more fleshed-out update.
Brackorl knows he isn't out of the woods yet, so to speak - and neither is Imini. In a one-on-one situation versus a wounded bandit, he knows she can handle herself - for the moment. The zaftig lady currently holding him in a compromising position presents a... bit more of an issue. Force isn't going to work. Time for finesse.
Brackorl has always been a bit of a ladies' man, and hostile bandit or no, can certainly at least put on an act of charm when it comes to getting a curvaceous woman to do what he wants. In this case, he's looking to simply catch her off guard and roll out of the hold she has on him, hopefully incapacitate her long enough to escape, then bonk the bandit threatening Imini in the back of the head for an easy takedown.
Dramatic Flirtation2RW
Instant (R)
Choose target creature or planeswalker you control and target creature or planeswalker you don't control. Flip a number of coins equal to their total toughness or loyalty. Dramatic Flirtation deals 2 damage to each of them for each heads and put a +1/+1 counter on each of those creatures and a loyalty counter on each of those planeswalkers for each tails. "In retrospect, I should not have thought calling a Renegade Archon 'Her Divine Cuteness' would incline her to tenderhearted mercy. Still worth it."
Baryhl Deathdodger1UB Legendary Creature - Aetherborn Rogue
When Baryhl Deathdodger enters the battlefield you lose 1 life for each time it has been exiled this turn.
If Baryhl Deathdodger would die, exile it instead then return it to the battlefield under its owner's control. "Sometimes... I wish the curse would just let me die."
2/1
-Your character's role in the circus:
Death defying stunt man (Deathdodger is his stage name) -A brief description of your character's place of origin:
Barrel wasn't born so much as he was materialized from the Aether on the streets of Kaladesh's night market. Tezzeret has seen something special in Baryhl and transported him to Grelwyn. The planeswalker has left him in Legarios care. -Your character's reason for running off and joining the circus:
The Aetherborn are typically short lived due to the nature of their being as primarily composing of Aether residue, but Barrel's being has not dissipated and while his closest Aethrborn compatriots die off, he is feeling more and more isolated. He seeks longer lasting companions and combined with his inability to suffer mortal harm, the circus provides a venue for his talents and the family he never had. -One other person in the troupe that your character either really likes, or really hates:
The streamer-fairies. They are the worst, always happy and colorful. -An important item your character possesses. (nothing powerful):
Tezzeret has left him an amulet that Baryhl can activate in case of a dire emergency. -An important memory, or fear your character has:
Barrel has become exhausted of life and lost his passion for anything. He fears what will happen when his body is too old to survive, but his essence will force him to live.
Gruesome DisplayUB Sorcery
As an additional cost to cast Gruesome Display, sacrifice a creature.
Target creature can't be blocked this turn.
Draw two cards. You want to take your eyes off of it, but you can't look away. It's what you paid to see.
Baryhl Deathdodger1UB Legendary Creature - Aetherborn Rogue
When Baryhl Deathdodger enters the battlefield you lose 1 life for each time it has been exiled this turn.
If Baryhl Deathdodger would die, exile it instead then return it to the battlefield under its owner's control. "Sometimes... I wish the curse would just let me die."
2/1
Gruesome DisplayUB Sorcery
As an additional cost to cast Gruesome Display, sacrifice a creature.
Target creature can't be blocked this turn.
Draw two cards. You want to take your eyes off of it, but you can't look away. It's what you paid to see.
Baryhl catches the glance of near by Brackorl and knows exactly what to do. Rimney was a bit of a dolt, but he was still family and no one hurts Baryhl's family and gets away with it. Calmly, but with a determined urgency, Barhyl starts pressing through the panicked crowd who are running in the opposite direction. It is't long until he can see Deovan's gaze turn towards Brackorl and it seems almost against his will, but he fires at him. Instinctively, Baryhl shoves Brackorl aside as the crossbow bolt buries itself in Baryhl's back.
Forced Martyrdom1(W/B) Instant
Until end of turn, if damage would be dealt to target creature or player, you may have that damage dealt to another target creature you control instead. Whether the sacrifice is noble or selfish in cause, there is still a martyr who has to pay the price.
(I know what you're going to say, but I wanted to try it anyway. I'm not going to try to justify it right now because I want to see how you judge it, then I'll comment on my reasoning)
OOC: I knew the card was out of the color pie, but I thought it was an interesting shift because it really was about being selfish and passing the buck to someone that maybe doesn't deserve it. The shift was mostly done from a flavor standpoint but I think it works mechanically as black as well as white.
Barhyl looks down and sees half of his torso missing and sighs. His flesh doesn't so much regenerate as it does materialize. For most Aetherborn this comes at a great cost to their life expectancy and require substantial amounts of accessible mana, but for some unknown reason Baryhl just syphons ambient mana and Aether in what seems to be a limitless supply for this purpose and this purpose only. Things have been a bit different on this plane where Aether is not so abundant. When he needs to rebuild significantly it sometimes takes from other beings. He hasn't told Lugario this yet, but it's only a mater of time until some poor sap in the stands dies of a heart attack when Baryhl repairs one of his crushed chest cavities. The minor injures that don't really require a substantial amount of material to repair don't seem to have this affect, but when he loses a limb or substantial mass, he know the replacement mass comes from somewhere, he just doesn't always know where. He hasn't been so foolish to test the full limits of his abilities, so who knows what extents of damage he can repair.
While full of hate for these bandits Barhyl concentrates on repairing his injury and can feel the aether being actually being pulled from the bandits themselves... this would imply they are summoned... by a planeswalker. "We have company" Barhyl thinks to him self.
Syphon Aether2BB
Instant [UNC]
Syphon Aether deals damage to each creature equal to the damage already dealt to it this turn. You gain life equal to the damage dealt this way. At first, the Aetherborn were synonymous with vampires, but it became clear they were less parasitic in nature and much easier to kill.
+1 Round 3
Total: 1
Brayhl cooly brushes himself off and then hears Lugario shout "Where's Guzlo!?". Quickly, Barhyl glances around the room and catches a glimpse through the open door of Guzlo in particular danger down the street. Barhyl sprints outside to Guzlo's side and pulls out his:
Aetherblade3 Artifact-Equipment [R]
Equipped creature gets +2/+1.
Whenever equipped creature deals combat damage, you may shuffle it into its owner's library. If you do, you may cast a spell as though it had flash by paying the mana cost reduced by up to 3.
Equip 1
Ky'thnel, Sweets VendorUG
Legendary Creature - Elf T: Untap target creature.
1/3 "A little treat to keep you going!"
Minor wound: Bruised shoulder
Exp: 1
Kit would thank her fellow circus worker and head off to check on the injured Clown. "Hold still." She would say, her breathing long and hard as she was trying hard to keep a level head. Though the Orc was down... and groaning and moaning like a cow, he would most likely survive. The first thing to do was to get herself and the rest of the crew to safety, or at least help out with whatever she could get with. And Guzlo could look like he needed a lot of assistance, and so would whoever go and assist him. She rummages through her satchel, "Come on... Come on...." she mumbles. "Got it!" Pulling out several small vials of green liquid. She always kept these for long days of prep, and these were familiar to the rest of the crew. Small shots of energy for long days and performances and would quickly pass them over to whoever needed them.
Invigorating ShotG
Instant
Untap any number of target creatures and put a +1/+1 counter on them.
Strive - 1G 'Bottled energy coming right up!'
Grevax, Master Illusionist1U
Legendary Creature — Human Wizard [R]
Skulk 1U: Return Grevax, Master Illusionist to its owner's hand, then put a token onto the battlefield that's a copy of it.
2/2
Experience Counters: 1
Grevax drew power from a nearby library, hoping to find the power necessary to finish casting his spell.
Apprentice's Study
Land [U] t: Add C to your mana pool.
Whenever you cast an instant or sorcery spell, you may pay 1. If you do, scry 1. Every archmage has to start somewhere.
I'm assuming that Tanair and Usi can't realistically do anything by themselves at the moment?
Private Mod Note
():
Rollback Post to RevisionRollBack
My thoughts are with the friends and family of the Orlando Shooting victims and with the rest of the LGBTQA+ community.
Check out my Newborder Peasant Cube here! http://www.cubetutor.com/draft/37467
Necarg, please don't acknowledge this in any way whatsoever.
True Name Mafia (Win),Clan Contest IX Mafia (Win), Bravely Default Mafia (Loss), BOTAS (loss), BfV (Loss), Ace Attourney (loss)
Rules Advisor before they were eradicated
Your card: ...huh... I'm not sure how to evaluate this card. It's supremely weird. It has a fallback of just making a guy unblockable for one turn, so it can't be all that bad. The damage is never enough to kill anything, but there may be some shenanigans you could get into with cards like Scalding Salamander (an underrated favorite of mine). If you have a way to turn this into a blowout, it's good, but if you don't, it's usually a wonky Slip Through Space with a difficult cost. I don't really see there being a lot of utility for this card.
Result: You see Baryhl coming with a blade drawn. It's hard to argue with an indestructible entity with a sword. You dodge around, confusing and annoying your opponent. He manages to cut your side with the knife, but it isn't deep. He shouts a curse at you the moment before a sword plunges through his chest. Baryhl is kind of a scary guy, and doesn't seem that afraid to take a life. The other bandit has managed to scramble out from under the kids, and seeing the strange creature who killed his companion, he instantly runs away screaming. You've never been so happy to see Baryhl's expressionless face.
Your card: Wow. That is a pretty unique card. The first half is not unlike a slightly worse Trusty Machete, which would already be a decent card. Obviously, the second ability is far more interesting. I've done a lot of calculating, and I think this card is overpowered, but not broken. It equips for very cheap, so it very easily turns little guys into dangerous monsters that can cast REALLY dangerous monsters. This might actually be more of a ramp card than anything. You do have to shuffle your thing away, but the advantage you generate is potentially enormous, and even if you aren't dropping huge threats off this every turn, it is still decent for the stats. Cards at this power level do see print, so I'm not going to deny it out of hand, but this is dangerous. If you touch the design, it might fall apart, so I don't want to suggest changing too much, but I would definitely make it legendary. In terms of design, I'd say you're safe, but in terms of the RPG-- Baryhl has a magic sword??! Are you conjuring it up out of your own aether, or do you just have a magic sword lying around, because you didn't mention either when creating your character. I'd allow you to have a sword, as it's a logical thing to have in this world, and would be useful for your act, or I'd allow you to conjure up a blade of aether if you handled the design well (which you did,) but in neither case should the blade have that level of magic. You aren't Baryhl, wielder of the Aetherblade, you're Baryhl Deathdodger, the deathless daredevil.
Result: (I do want to know whether you conjured your sword, or had it. I'm not willing to give you a sword that magical, but I'll certainly give you the first half of it without the shuffle ability.) You dispatch the first bandit, and send the other running. Guzlo is a sentimentalist, and sees the children into the church, thanking them profusely for their help, but insisting they stay safely inside. You become aware that you've lingered a bit too long in the open, and turn to return to the tent with the goblin. Unfortunately, when you turn, you see a trio of aven bandits land right in front of you, cutting you off. "Why are they dressed like this?" Asks one. Another squawks, and replies "They must be from the circus. Lets take them. They might entertain him."
Your Card: It took me a bit to figure out what this card does. This is another for the "weird card that doesn't really have anything wrong with it" pile. We seem to get a lot of those. The more coins you flip, the more likely this is to kill both creatures (it's nice to hit planeswalkers, but that won't come up as often). Unfortunately, although this card is very skill intensive to choose timing and targets for, it is supremely unreliable, like most coin-flipping cards. I would hate to pay four to give my opponent's planeswalker the loyalty it needs to ultimate. You can get away with this kind of chicanery in a Krark's Thumb deck, but not really anywhere else.
Result: Your expression softens as you look into the face of your adversary. For a moment, the wrestling begins to change form to something more... sensual. However, when the bandit realizes what you are doing, she looks becomes enraged, and aims a powerful knee at your tender bits. Luckily, a moment before impact, she becomes struck with something. A blue band wraps her, and her movements slow to a crawl, you easily outmaneuver her, and realize that it is Grevax's doing. The bandit at Imini is likewise slowed, and she is taking pleasure in smashing him repeatedly with the moneybox and calling him various dirty words. You see that she got cut slightly in the battle. In an instant, both bandits seem to be pulled into the hands of Grevax, where they disappear into nothing.
Your card: This is just fine, but it's nothing all that exciting. You can use it to push through damage, but Fog the damage to your creatures, or you can use it to protect your creatures from sorcery speed, or combat based removal. I've seen enough cards like this to know that it probably won't end up being all that good: it only works on tapped creatures, and often times you need more than a temporary save of a creature or two out of a card. Cycling would be a logical upside to staple on, since this is a conditional card, and cycling feels like stopping to take a breath.
Result: You can't fail too badly when what you're doing is catching your breath. You become aware of your surroundings. You see Grevax performing a powerful teleportation spell. After, he looks quite drained. Kit is seeing to those wounded. Lugario rushes to the moneybox, taking it from Imini, and beginning to count. The main tent is empty of hostiles, but you can still hear the madness outside. One bandit appears to be pontificating on the roof of a nearby building. You can't hear what he's shouting, but the gist seems to be "take it all". Outside the tent are the carts that the circus uses to travel, and live in. It suddenly occurs to you that these may already have been raided. At least all the performers seem more or less safe for the moment. Most of them are ducking under the seats, or hiding in prop trunks, but at least it seems nobody was killed.
Your card: This is strictly better than Nature's Panoply. Granted, that card is nothing special, but since strive is not an ability that exists on all that many cards, you should strive to make one that hasn't been made yet. This is a much more powerful version of the card, but I don't think it is overpowered, though it should jump to uncommon. On the whole, I don't have a problem with it as a powerful scalable trick.
Result: Rimney is hurt pretty badly. He has a 30% chance of dying (roll of 30 or less)
Dice Roller1 D100 rolled
45
Rimney is going to be okay. Shots are administered to Tanair and Usi, and they both wake, rather startled and confused. Unfortunately, the old aven commoner is dead. The baby is unconscious, but it is alive. "She's a circus bird now." Says Rimney with great difficulty.
Your card: I already told you I'd let you use the second half of your last card to banish the three bandits in your grasp, and this card doesn't change that. Nevertheless, it is a really cool card. The design is simple and powerful, but isn't overpowered in any way. I always appreciate it when a land cares about your deckbuilding, and this does. It ETBs untapped, so it's never all that bad, and it can pick up extra value in most decks. Nicely done. Your result is based more off the other card, but this solid design will earn you an experience point.
Result: It takes every bit of energy you have, but you banish the bandits to somewhere outside of town. You look around. To your surprise, everything seems to be more or less safe inside the tent.
Another light wound to Guzlo.
Tanair and Usi regain consciousness (see Kit's results).
An experience point goes to: Grevax for a great design, Guzlo for sheer pluck, and Kit for doing exactly what needed to be done.
On the subject of repeating cards, I'm not sure quite what to do with this. On the one hand, the fact that you successfully did something proves that you can do it again, but on the other hand, I base the success of your actions largely on your designs, and if you reuse cards that you know I like, you know the result will probably be safe. I'm going to say that you can reuse cards sparingly. You can also attempt to redesign things you tried before to be more balanced, which is what I'd actually prefer. I will say that you can't use actual cards, because while I may be able to evaluate the card, I wouldn't be evaluating your design. Something like Fleeting Distraction would be frequently useful, but I want you to design the cards.
No response from Shalin or K'kel. Shalin spends her time controlling her bound prisoners, as well as the animals. K'kel is busy loading circus supplies together for a faster getaway.
For deeper information, here's what the circus actually consists of:
Lugario- Old orc ringmaster/ owner.
Imini- Human Ticket barker.
Adalia- Merfolk, aquatic performer, performs with serpents, also in charge of beast care
Briner- Merfolk acrobat/ hydromancer. Adalia's lover.
Grimmit- Shapeshifting burlesque dancer (performs as a female, but is technically male).
Nozeer- Human strongman, Sanna's brother.
Rolan- Human strongman, Sanna's lover.
Sanna- Human stablemaster and backstage manager. Nozeer's sister, and Drim and Lanna's mother.
Drim- Sanna's son. Looks like he might be half... not human. Learning various skills.
Lanna- Sanna's fully human daughter by Rolan. An insanely good ropewalker.
Olrine- A half-orc teenager some relation to Lugario. She is deaf, and thought to be a half-wit. She does grunt work.
Great Gornarl- A gentle Vizzerdrix, popular as a freak. Sometimes performs with Rimney, but is shy. Gornarl seems surprisingly intelligent.
Geeb, Zeeb, and Kooba- Streamer Faeries.
Rimney- Orc clown. Lugario's cousin.
Nilt- Elf contortionist. Has a squirrel called Chipper.
Brackorl- Kor swordswallower.
Grevax- Human Illusionist.
Tanair- Vedalken teleportationist, performs with Usi.
Usi- Goblin pyromancer, performs with Tanair.
Shalin- Elf beastmaster.
Guzlo- Goblin lion-tamer.
K'kel- Dwarf techy, and propmaker.
Kit- Elf cook/ sweets vendor.
Baryhl- Aetherborn daredevil.
A baby aven whose grandfather just died.
Also
Some big cats, including Byakko the white tiger, and Guzlo's lion (please describe).
Some sea serpents that perform with Adalia.
A two-headed monkey, a blue dog, and a huge, cantankerous bird, all of whom do tricks.
Three carts, each drawn by horses. One horse is a good performer.
A giant tent.
That's twenty-six people including three faeries and two children, and not including the baby aven.
NEXT: You guys know the drill. Except for the people outside the tent, everything is actually relatively safe now. You guys can discuss what you think you should do, and you don't have to post a card unless you want to. You can try to wait out the raid, but by then, they may have taken everything. There are three carts outside containing the circus's travel supplies. If you could load them up and go, you might be able to get out of town. On the other hand, those carts may have already been raided. You could alternatively try to dig in and wait the raid out. Likely, the bandits will have taken all they could carry in a few hours.
Shalin NariyaRGW
Legendary Creature - Elf Shaman
At the beginning of combat on your turn, you may gain control of target creature an opponent controls until end of turn. If you do, that creature deals damage equal to its power to Shalin Nariya, then untap it and it gains trample and haste until end of turn.
: Shalin gets +0/+1 until end of turn.
2/2
EXP Pts: 1
Satisfied with Byakko's assistance in repelling the attack, Shalin gave the hunting cat a pet and a quick snack for the road - she figured the group would be traveling away from the city shortly due to the chaos that had ensued. From there, she led the bound bandits out of the tent in an effort to contact the local authorities, where they could be processed like any other criminal.
Spoils of the Hunt3G
Instant {U}
Any number of target players each gain life equal to the total power of creatures that died this turn.
Draw a card. For beasts of the Nayan rainforest, war time and meal time often coincide.
Private Mod Note
():
Rollback Post to RevisionRollBack
A mere ten days after the Mending, a young knight of Valeron and a young ranger of Eos made a discovery that would change Alara forever.
Brackorl, the Burnished ThroatRW
Legendary Creature - Kor Rogue (R)
Noncombat damage is dealt to Brackorl, the Burnished Throat in the form of Brackorl getting +0/+2 until end of turn and you gaining 1 life for each 1 damage dealt. 3, T: Brackorl deals damage equal to the number of Equipment you control to target creature. "It's not too hard of a gig - just leaves a man wanting a drink."
1/2
Experience Points: 1
Well, thanks, Grevax, thinks Brackorl. Creepy, but thanks. He figures he owes the illusionist one and will tell him so.
But Brackorl currently has three much higher priorities than that: In no particular order, those are "make sure the wounds he's gotten won't kill him"; "make sure Imini is alright"; and "make sure there's still such a thing as Lugario's Circus and that he'll still be able to be employed with it".
He cracks his neck joints and begins to feel the rush of combat wear off, and as such, feel his smallish, skin-deep wounds start to sting and ache. Those should heal in a few days, though, and there was little point in wasting medication on them when others needed it much more. Then he casts his gaze on the panting, still money-box-wielding Imini, and tenderly asks, "Are you okay?"
Aftermath Assessment2W
Instant (U)
Untap all artifacts and creatures you control.
Return up to one target artifact or creature card from your graveyard to your hand if it was put there from the battlefield this turn. "The memory serves two purposes: Repeating old successes and stopping new mistakes." - General Tylak of the Outer-Edge Mesas
Nilt, the IncontainableGU
Legendary Creature - Elf Druid Rogue
Skulk GU: Return ~ from the battlefield or exile tp its owner's hand.
1/3
Exp - 2
Nilt, now somewhat more composed, approaches Lugario. He looks up from his counting. "I know this isn't going to be a popular opinion Lugario, but... I don't think we can just run away from this one." Nilt furrows his brow, "Fighting these ruffians certainly seems, well ill-Advised at best, but I know our supplies are low. We have enough gold to at least stock up in the next town over, but if I judged the map you showed us earlier, that might be too far to push the troupe." The lanky Elf continued, "If we just let these oafs ransack the city, there'll be nothing left for either the townsfolk to pay us with, or us to buy." "Plus", he added, "Nothing earns you gratitude like saving a city. At the very least we're going to have to get our baseline stuff back from these brutes. So fighting seems overly likely here. We should try to organize whatever your decision is, you are the ringleader." Lugario grimaces, and sighs deeply. After a second or two of weighted silence, Lugario remarks, "I'll take your 'plan' into consideration. We'll have to talk this over as a family."
Pragmatic Prognosis2(U/B)(U/B)
Sorcery (U)
Conspire
Target player draws two cards and loses 2 life.
OOC: I'm trying to get lugario to my side on driving the bandits out, or at least aiding the town's hopefully pre-existing defenses.
Ky'thnel, Sweets Vendor UG
Legendary Creature - Elf
T: Untap target creature.
1/3
"A little treat to keep you going!"
Minor wound: Bruised shoulder
Exp: 2
The elf finally collapses next to the injured orc. Her chest heaves heavily as all the excitement and insanity takes a toll on her body and her wits. "So this is how my parents feel during emergency hours at the clinic.... fatigue, anxiety, worry...." she would enumerate and get cut off at a Word. "Wait... baby?" Kit would look around and slowly make it to the unconscious child and bring her closer to safety and the larger orc. "Think everything outside is clear? And can you sit up?" She would ask the orc. Her body ached, mostly the bruised shoulder she had received thanks to her trouble with a bandit, but mostly from fatigue and all the excitement she had been through from most of the day. Observing and looking around the tent to see if anyone else needs her help or if there was anything else urgent that needed to be done.
Your card: ...huh... I'm not sure how to evaluate this card. It's supremely weird. It has a fallback of just making a guy unblockable for one turn, so it can't be all that bad. The damage is never enough to kill anything, but there may be some shenanigans you could get into with cards like Scalding Salamander (an underrated favorite of mine). If you have a way to turn this into a blowout, it's good, but if you don't, it's usually a wonky Slip Through Space with a difficult cost. I don't really see there being a lot of utility for this card.
Result: You see Baryhl coming with a blade drawn. It's hard to argue with an indestructible entity with a sword. You dodge around, confusing and annoying your opponent. He manages to cut your side with the knife, but it isn't deep. He shouts a curse at you the moment before a sword plunges through his chest. Baryhl is kind of a scary guy, and doesn't seem that afraid to take a life. The other bandit has managed to scramble out from under the kids, and seeing the strange creature who killed his companion, he instantly runs away screaming. You've never been so happy to see Baryhl's expressionless face.
Your card: Wow. That is a pretty unique card. The first half is not unlike a slightly worse Trusty Machete, which would already be a decent card. Obviously, the second ability is far more interesting. I've done a lot of calculating, and I think this card is overpowered, but not broken. It equips for very cheap, so it very easily turns little guys into dangerous monsters that can cast REALLY dangerous monsters. This might actually be more of a ramp card than anything. You do have to shuffle your thing away, but the advantage you generate is potentially enormous, and even if you aren't dropping huge threats off this every turn, it is still decent for the stats. Cards at this power level do see print, so I'm not going to deny it out of hand, but this is dangerous. If you touch the design, it might fall apart, so I don't want to suggest changing too much, but I would definitely make it legendary. In terms of design, I'd say you're safe, but in terms of the RPG-- Baryhl has a magic sword??! Are you conjuring it up out of your own aether, or do you just have a magic sword lying around, because you didn't mention either when creating your character. I'd allow you to have a sword, as it's a logical thing to have in this world, and would be useful for your act, or I'd allow you to conjure up a blade of aether if you handled the design well (which you did,) but in neither case should the blade have that level of magic. You aren't Baryhl, wielder of the Aetherblade, you're Baryhl Deathdodger, the deathless daredevil.
Result: (I do want to know whether you conjured your sword, or had it. I'm not willing to give you a sword that magical, but I'll certainly give you the first half of it without the shuffle ability.) You dispatch the first bandit, and send the other running. Guzlo is a sentimentalist, and sees the children into the church, thanking them profusely for their help, but insisting they stay safely inside. You become aware that you've lingered a bit too long in the open, and turn to return to the tent with the goblin. Unfortunately, when you turn, you see a trio of aven bandits land right in front of you, cutting you off. "Why are they dressed like this?" Asks one. Another squawks, and replies "They must be from the circus. Lets take them. They might entertain him."
Your Card: It took me a bit to figure out what this card does. This is another for the "weird card that doesn't really have anything wrong with it" pile. We seem to get a lot of those. The more coins you flip, the more likely this is to kill both creatures (it's nice to hit planeswalkers, but that won't come up as often). Unfortunately, although this card is very skill intensive to choose timing and targets for, it is supremely unreliable, like most coin-flipping cards. I would hate to pay four to give my opponent's planeswalker the loyalty it needs to ultimate. You can get away with this kind of chicanery in a Krark's Thumb deck, but not really anywhere else.
Result: Your expression softens as you look into the face of your adversary. For a moment, the wrestling begins to change form to something more... sensual. However, when the bandit realizes what you are doing, she looks becomes enraged, and aims a powerful knee at your tender bits. Luckily, a moment before impact, she becomes struck with something. A blue band wraps her, and her movements slow to a crawl, you easily outmaneuver her, and realize that it is Grevax's doing. The bandit at Imini is likewise slowed, and she is taking pleasure in smashing him repeatedly with the moneybox and calling him various dirty words. You see that she got cut slightly in the battle. In an instant, both bandits seem to be pulled into the hands of Grevax, where they disappear into nothing.
Your card: This is just fine, but it's nothing all that exciting. You can use it to push through damage, but Fog the damage to your creatures, or you can use it to protect your creatures from sorcery speed, or combat based removal. I've seen enough cards like this to know that it probably won't end up being all that good: it only works on tapped creatures, and often times you need more than a temporary save of a creature or two out of a card. Cycling would be a logical upside to staple on, since this is a conditional card, and cycling feels like stopping to take a breath.
Result: You can't fail too badly when what you're doing is catching your breath. You become aware of your surroundings. You see Grevax performing a powerful teleportation spell. After, he looks quite drained. Kit is seeing to those wounded. Lugario rushes to the moneybox, taking it from Imini, and beginning to count. The main tent is empty of hostiles, but you can still hear the madness outside. One bandit appears to be pontificating on the roof of a nearby building. You can't hear what he's shouting, but the gist seems to be "take it all". Outside the tent are the carts that the circus uses to travel, and live in. It suddenly occurs to you that these may already have been raided. At least all the performers seem more or less safe for the moment. Most of them are ducking under the seats, or hiding in prop trunks, but at least it seems nobody was killed.
Your card: This is strictly better than Nature's Panoply. Granted, that card is nothing special, but since strive is not an ability that exists on all that many cards, you should strive to make one that hasn't been made yet. This is a much more powerful version of the card, but I don't think it is overpowered, though it should jump to uncommon. On the whole, I don't have a problem with it as a powerful scalable trick.
Result: Rimney is hurt pretty badly. He has a 30% chance of dying (roll of 30 or less)
Dice Roller1 D100 rolled
11
Rimney is going to be okay. Shots are administered to Tanair and Usi, and they both wake, rather startled and confused. Unfortunately, the old aven commoner is dead. The baby is unconscious, but it is alive. "She's a circus bird now." Says Rimney with great difficulty.
Your card: I already told you I'd let you use the second half of your last card to banish the three bandits in your grasp, and this card doesn't change that. Nevertheless, it is a really cool card. The design is simple and powerful, but isn't overpowered in any way. I always appreciate it when a land cares about your deckbuilding, and this does. It ETBs untapped, so it's never all that bad, and it can pick up extra value in most decks. Nicely done. Your result is based more off the other card, but this solid design will earn you an experience point.
Result: It takes every bit of energy you have, but you banish the bandits to somewhere outside of town. You look around. To your surprise, everything seems to be more or less safe inside the tent.
Another light wound to Guzlo.
Tanair and Usi regain consciousness (see Kit's results).
An experience point goes to: Grevax for a great design, Guzlo for sheer pluck, and Kit for doing exactly what needed to be done.
On the subject of repeating cards, I'm not sure quite what to do with this. On the one hand, the fact that you successfully did something proves that you can do it again, but on the other hand, I base the success of your actions largely on your designs, and if you reuse cards that you know I like, you know the result will probably be safe. I'm going to say that you can reuse cards sparingly. You can also attempt to redesign things you tried before to be more balanced, which is what I'd actually prefer. I will say that you can't use actual cards, because while I may be able to evaluate the card, I wouldn't be evaluating your design. Something like Fleeting Distraction would be frequently useful, but I want you to design the cards.
No response from Shalin or K'kel. Shalin spends her time controlling her bound prisoners, as well as the animals. K'kel is busy loading circus supplies together for a faster getaway.
For deeper information, here's what the circus actually consists of:
Lugario- Old orc ringmaster/ owner.
Imini- Human Ticket barker.
Adalia- Merfolk, aquatic performer, performs with serpents, also in charge of beast care
Briner- Merfolk acrobat/ hydromancer. Adalia's lover.
Grimmit- Shapeshifting burlesque dancer (performs as a female, but is technically male).
Nozeer- Human strongman, Sanna's brother.
Rolan- Human strongman, Sanna's lover.
Sanna- Human stablemaster and backstage manager. Nozeer's sister, and Drim and Lanna's mother.
Drim- Sanna's son. Looks like he might be half... not human. Learning various skills.
Lanna- Sanna's fully human daughter by Rolan. An insanely good ropewalker.
Olrine- A half-orc teenager some relation to Lugario. She is deaf, and thought to be a half-wit. She does grunt work.
Great Gornarl- A gentle Vizzerdrix, popular as a freak. Sometimes performs with Rimney, but is shy. Gornarl seems surprisingly intelligent.
Geeb, Zeeb, and Kooba- Streamer Faeries.
Rimney- Orc clown. Lugario's cousin.
Nilt- Elf contortionist. Has a squirrel called Chipper.
Brackorl- Kor swordswallower.
Grevax- Human Illusionist.
Tanair- Vedalken teleportationist, performs with Usi.
Usi- Goblin pyromancer, performs with Tanair.
Shalin- Elf beastmaster.
Guzlo- Goblin lion-tamer.
K'kel- Dwarf techy, and propmaker.
Kit- Elf cook/ sweets vendor.
Baryhl- Aetherborn daredevil.
A baby aven whose grandfather just died.
Also
Some big cats, including Byakko the white tiger, and Guzlo's lion (please describe).
Some sea serpents that perform with Adalia.
A two-headed monkey, a blue dog, and a huge, cantankerous bird, all of whom do tricks.
Three carts, each drawn by horses. One horse is a good performer.
A giant tent.
That's twenty-six people including three faeries and two children, and not including the baby aven.
NEXT: You guys know the drill. Except for the people outside the tent, everything is actually relatively safe now. You guys can discuss what you think you should do, and you don't have to post a card unless you want to. You can try to wait out the raid, but by then, they may have taken everything. There are three carts outside containing the circus's travel supplies. If you could load them up and go, you might be able to get out of town. On the other hand, those carts may have already been raided. You could alternatively try to dig in and wait the raid out. Likely, the bandits will have taken all they could carry in a few hours.
OOC: About NPCS - is Drim Sanna's son from a previous relationship and hence just Rolan's stepson? Can Gornarl talk or is he just a "Wild, Instinctual Beast" quote unquote?
@void_nothing, Drim is indeed Sanna's son from a previous relationship that she does not speak of. His skin is a russet hue, and he has odd growths around his forehead, so it is conjectured that he isn't fully human. Great Gornarl cannot talk, but he seems to understand pretty well. In the performance, he's treated like one of the beasts, but outside of performance, he's treated like any other member of the circus. He is a standoffish, but contemplative individual who often stares for hours at a little wooden horse he was once given.
Baryhl Deathdodger1UB Legendary Creature - Aetherborn Rogue
When Baryhl Deathdodger enters the battlefield you lose 1 life for each time it has been exiled this turn.
If Baryhl Deathdodger would die, exile it instead then return it to the battlefield under its owner's control. "Sometimes... I wish the curse would just let me die."
2/1
-Your character's role in the circus:
Death defying stunt man (Deathdodger is his stage name) -A brief description of your character's place of origin:
Barrel wasn't born so much as he was materialized from the Aether on the streets of Kaladesh's night market. Tezzeret has seen something special in Baryhl and transported him to Grelwyn. The planeswalker has left him in Legarios care. -Your character's reason for running off and joining the circus:
The Aetherborn are typically short lived due to the nature of their being as primarily composing of Aether residue, but Barrel's being has not dissipated and while his closest Aethrborn compatriots die off, he is feeling more and more isolated. He seeks longer lasting companions and combined with his inability to suffer mortal harm, the circus provides a venue for his talents and the family he never had. -One other person in the troupe that your character either really likes, or really hates:
The streamer-fairies. They are the worst, always happy and colorful. -An important item your character possesses. (nothing powerful):
Tezzeret has left him an amulet that Baryhl can activate in case of a dire emergency. -An important memory, or fear your character has:
Barrel has become exhausted of life and lost his passion for anything. He fears what will happen when his body is too old to survive, but his essence will force him to live.
Gruesome DisplayUB Sorcery
As an additional cost to cast Gruesome Display, sacrifice a creature.
Target creature can't be blocked this turn.
Draw two cards. You want to take your eyes off of it, but you can't look away. It's what you paid to see.
Baryhl catches the glance of near by Brackorl and knows exactly what to do. Rimney was a bit of a dolt, but he was still family and no one hurts Baryhl's family and gets away with it. Calmly, but with a determined urgency, Barhyl starts pressing through the panicked crowd who are running in the opposite direction. It is't long until he can see Deovan's gaze turn towards Brackorl and it seems almost against his will, but he fires at him. Instinctively, Baryhl shoves Brackorl aside as the crossbow bolt buries itself in Baryhl's back.
Forced Martyrdom1(W/B) Instant
Until end of turn, if damage would be dealt to target creature or player, you may have that damage dealt to another target creature you control instead. Whether the sacrifice is noble or selfish in cause, there is still a martyr who has to pay the price.
(I know what you're going to say, but I wanted to try it anyway. I'm not going to try to justify it right now because I want to see how you judge it, then I'll comment on my reasoning)
OOC: I knew the card was out of the color pie, but I thought it was an interesting shift because it really was about being selfish and passing the buck to someone that maybe doesn't deserve it. The shift was mostly done from a flavor standpoint but I think it works mechanically as black as well as white.
Barhyl looks down and sees half of his torso missing and sighs. His flesh doesn't so much regenerate as it does materialize. For most Aetherborn this comes at a great cost to their life expectancy and require substantial amounts of accessible mana, but for some unknown reason Baryhl just syphons ambient mana and Aether in what seems to be a limitless supply for this purpose and this purpose only. Things have been a bit different on this plane where Aether is not so abundant. When he needs to rebuild significantly it sometimes takes from other beings. He hasn't told Lugario this yet, but it's only a mater of time until some poor sap in the stands dies of a heart attack when Baryhl repairs one of his crushed chest cavities. The minor injures that don't really require a substantial amount of material to repair don't seem to have this affect, but when he loses a limb or substantial mass, he know the replacement mass comes from somewhere, he just doesn't always know where. He hasn't been so foolish to test the full limits of his abilities, so who knows what extents of damage he can repair.
While full of hate for these bandits Barhyl concentrates on repairing his injury and can feel the aether being actually being pulled from the bandits themselves... this would imply they are summoned... by a planeswalker. "We have company" Barhyl thinks to him self.
Syphon Aether2BB
Instant [UNC]
Syphon Aether deals damage to each creature equal to the damage already dealt to it this turn. You gain life equal to the damage dealt this way. At first, the Aetherborn were synonymous with vampires, but it became clear they were less parasitic in nature and much easier to kill.
Brayhl cooly brushes himself off and then hears Lugario shout "Where's Guzlo!?". Quickly, Barhyl glances around the room and catches a glimpse through the open door of Guzlo in particular danger down the street. Barhyl sprints outside to Guzlo's side and pulls out his:
Aetherblade3 Artifact-Equipment [R]
Equipped creature gets +2/+1.
Whenever equipped creature deals combat damage, you may shuffle it into its owner's library. If you do, you may cast a spell as though it had flash by paying the mana cost reduced by up to 3.
Equip 1
+1 Round 3
Total: 1
It was really only Barhyl's intent to look menacing with a scary blade. He does not have much in the terms of combat skills. His plan worked well, but then these three Aven goons showed up and Guzlo ran away... great. The Aetherblade was a trick that Tezzeret showed him. Much like the Aether that he himself is comprised of, it's really a solid magical manifestation of material. It's not a blade of metal, it's a blade of Aether, but it is not so much a "magic blade" as it is a blade made of magic. It's solid, just like Barhyl is himself. He can hand it to friend if we wanted, but if you know how to truly wield it, it can act a bit like a mana battery and that's what he was going to have to do here. Making a frantic lung at one of the Avenandits, he manages to just scratch one as it dodges away, but he drew blood and that's all he needed.
Triple Threat4UB
Instant [R]
Create two tokens that are copies of target creature. Those tokens have "Whenever this creature is dealt damage by a spell or permanent an opponent controls, it deals that much damage to each other creature with the same name as this creature." It's not just your eyes playing tricks on you.
Legendary Creature - Vedalken Goblin
2UR, Exile Teleporters Tanair and Usi: Create a blue 1/2 Vedalken legendary creature token named Tanair and a red 1/1 Goblin legendary creature named Usi.
2UR, Sacrifice a Vedalken creature and a Goblin creature: Return this card from exile to the battlefield tapped.
2/3
1 experience point for being impeccably reckless
Additionally, sorry for making this post longer than a GM post.
Also, I created Entrias for purposes of flavour, since I couldn't see a circus goer saying that. I don't really care if it's used later or not.
Usi was in shock. She had sent the entire circus into utter pandemonium. She was pretty sure someone had died. Tanair was shouting at her, of course. Tanair was always more composed, calmer, rational. She was reckless, constantly excited, unreasonable at times. She would never be like Tanair, how could she? She would never be as talented as him, so why even bother?
Why even bother?
She felt something on her shoulder.
It was Tanair's hand. "You know, that was really brave of you there. You could've killed yourself back there," the vedalken said, sitting beside her a small distance from the circus, where they ended up. "I would've never thought of something so ingenious, so... awesome."
"Thanks. I knew you were gonna get me out of there, so I guess I just... had an idea and went with it," the goblin girl replied.
"I'm amazed you can have that much trust in anyone. I don't trust even myself that much." There was a long silence. "You know, you would've fared great where I was from."
"You never tell me much about where you were before you... landed here." Suddenly, a hint of wonder lit up in her eyes behind the tears there. "Tell me about it!"
"Maybe after we solve our conundrum, come on!" Tanair said with a smile. Usi ran with Tanair with confidence beck into the tent, helping others escape while Tanair made his greatest trick yet:
Conscious Dream 3UU
Enchantment (R)
When Conscious Dream enters the battlefield, return up to three target creatures to their owners' hands. Those creatures' owners can't cast spells with the same name as those creatures until Conscious Dream leaves the battlefield.
"The greatest trick is the ability to make people think they've gone to a far away land, when they've really gone nowhere at all."
- Tanair, Teleporter Extraordinaire
An orb showing vast green pastures and flowers surrounds the bandits, and Tanair urges the civilians in the tent to get out as quickly as possible.
Usi was impressed, but wanted a more permanent solution. "Wait, can things that go in there ever come out?"
"Not as long as I hold the damn thing."
Usi put as much focus as she could, and threw a long whip of flame into the orb:
Burning Ingenuity 1RR
Sorcery (R)
Each player discards all of the cards in his or her hand, then each player may pay up to 10 life, and draw that many cards.
"Knowledge can be earned from anything. Even that which seems to know nothing. Look now, at the fire which burns; does it know what destruction it causes, or where it will go next? It may well not, but we know that it paves a path for new, clean life to spring and take form."
-Entrias, Sage of Everthorn Wood
When Tanair dropped his spell, the bandits were lying flat. Their minds were, indeed, empty from the flame.
Check out my Newborder Peasant Cube here! http://www.cubetutor.com/draft/37467
True Name Mafia (Win),Clan Contest IX Mafia (Win), Bravely Default Mafia (Loss), BOTAS (loss), BfV (Loss), Ace Attourney (loss)
Rules Advisor before they were eradicated
Legendary Creature - Elf Rogue
Skulk
GU: Return ~ from the battlefield or exile to its owner's hand.
1/3
EXP: 1
For the love of pete! Ok, Kit was now dangerously high up thanks to a blasted Aven bandit. Now he just needed-! Did she just throw sugar in his face? Ok, now they're dropping, FAST. Think, think quickly. Ok, magic was needed here, but which? Maybe...
Druidic Ode G
Instant (U)
Escalate G
Choose one or more -
• Untap target creature, it gets +1/+1 until end of turn.
• Target creature gains reach and gets +1/+1 until end of turn.
• Target creature gets +2/+2 until end of turn.
Limber as the willow.
Tall as the pine.
Strong as the oak.
Ok, the first two verses should be enough, man its been a while since he recited this spell. Not since- no, less memories, more moving! As the last word dropped from his lips, he felt the magic take hold; His bones strengthened and his limbs stretched, inside his chest an elven heart, already beating quickly from the havoc ratcheted up another notch to speed him to the likely trajectory of Kit and her assailent. If he lived through today he was going to be SORE. He reached out to catch them, well Kit mostly, and... (To be determined by DM.)
OOC: This represents probably one of the strongest spells Nilt knows/remembers from his time as a druid. He won't be tapping into tricks like this very often. It brings up somber memories he'd rather not face.
Barhyl looks down and sees half of his torso missing and sighs. His flesh doesn't so much regenerate as it does materialize. For most Aetherborn this comes at a great cost to their life expectancy and require substantial amounts of accessible mana, but for some unknown reason Baryhl just syphons ambient mana and Aether in what seems to be a limitless supply for this purpose and this purpose only. Things have been a bit different on this plane where Aether is not so abundant. When he needs to rebuild significantly it sometimes takes from other beings. He hasn't told Lugario this yet, but it's only a mater of time until some poor sap in the stands dies of a heart attack when Baryhl repairs one of his crushed chest cavities. The minor injures that don't really require a substantial amount of material to repair don't seem to have this affect, but when he loses a limb or substantial mass, he know the replacement mass comes from somewhere, he just doesn't always know where. He hasn't been so foolish to test the full limits of his abilities, so who knows what extents of damage he can repair.
While full of hate for these bandits Barhyl concentrates on repairing his injury and can feel the aether being actually being pulled from the bandits themselves... this would imply they are summoned... by a planeswalker. "We have company" Barhyl thinks to him self.
Syphon Aether 2BB
Instant [UNC]
Syphon Aether deals damage to each creature equal to the damage already dealt to it this turn. You gain life equal to the damage dealt this way.
At first, the Aetherborn were synonymous with vampires, but it became clear they were less parasitic in nature and much easier to kill.
Legendary Creature — Human Wizard [R]
Skulk
1U: Return Grevax, Master Illusionist to its owner's hand, then put a token onto the battlefield that's a copy of it.
2/2
Grevax continues his best attempts to avoid conflict, but his options are running out. He conjures another teleportation spell to stave off the bandits, but he has a sinking feeling that he won't be able to hold out forever. Should be be pushed too much further, his desperation might drive him insane. The last time he had been cornered like this, his nature became tainted with dark mana. He abhorred the ruthless savagery that came with it, and avoided it at all costs. Grevax cast an ensnaring spell in an attempt to buy some time and escape.
Slow XU
Instant [R]
Tap X target creatures.
Fuse (You may cast one or both halves of this card from your hand.)
////
Steady 2UU
Instant [R]
Return each tapped creature to its owner's hand.
Legendary Creature - Elf Shaman
At the beginning of combat on your turn, you may gain control of target creature an opponent controls until end of turn. If you do, that creature deals damage equal to its power to Shalin Nariya, then untap it and it gains trample and haste until end of turn.
: Shalin gets +0/+1 until end of turn.
2/2
Bandits in custody, Shalin started binding all three of them, Byakko's snarls music to her ears in the meantime. "You and your friends will get a great meal after this, don't you worry," she softly said to Byakko, though it was directed at the other animals she worked with, as well. The binds she was using seemed to emit a scent that drove nearby predators to instinct, their cages the only thing stopping the bandits from being grotesquely mauled.
Beastskin Bindings W
Enchantment - Aura {C}
Enchant creature
Enchanted creature can't attack.
3G: Target creature you control fights enchanted creature.
Once she had all three bound, Shalin headed toward one of the exits to secure it. The fewer opportunities there were for any remaining bandits to slip away, the better.
Emille, Seven-Sting Dancer Shalin Nariya
Outside the tent
Your card: Sugar in the eyes. That's an inventive use of your resources, which is worth some points. The card itself is a little below rate compared to something like Mind Games, which isn't actually a stunningly powerful card. Considering the fact that blue is the color with the least problems concerning flying, I think this definitely deserves a small upside, like scry 1, or rebound, or something. Or you could colorshift it to green: I don't see why green couldn't tap a creature.
Result: The bandit has you by the shoulder, and is lifting you off the ground. A peculiar sensation sinks as you see the street start to shrink. Luckily, you've kept your wits about you, and using one of the few resources you do have available, you fling a wad of sugar at the bastard's owl-face. It's a difficult angle to throw from, and most of the wad misses entirely, but some granules make it into its eyes, and the aven drops you more out of surprise then pain. It squawks, and cradles its eyes, veering wildly off its course, but catching itself before falling. It manages to remain airborne, and looks pretty pissed. As you fall, you see Guzlo down the road charging like mad at two bandits. He looks like he needs help.
Result: I didn't know Nilt had it in him. You know that you must be in considerable pain, but the adrenaline is such that you don't feel it. Your arms extend and rearrange, branch-like. Kit falls gently into them as the Aven spins off and catches itself in mid air. Its eyes are watering, but it sees some blurry version of what just happened. Not wanting to tussle with whatever kind of wizard Nilt is, the Aven flaps mightily toward another part of the city. Nilt and Kit are left alone. A moment of relief sets in, and then an agonized wail from Rimney reminds you both that everything is still in disarray.
Result: Nothing is easy for poor Guzlo. You bravely lash out at the bandits, catching them off guard with your fury. You lash the grinning one across his ugly face, and his mouth fills with blood. You land a kick, a punch, a bite, and another, screaming all the way. The laughing one laughs through the blood, and cracks you hard with a cudgel, sending hot blood trickling down your temple. No allies seem to be coming to your aid. This could be the end for Guzlo. Nevertheless, your ferocity continues, and you lash, kick, and bite as hard as you can. Suddenly, the doors of the church burst open, and the children who you rescued burst out screaming. They dogpile on the guy with the cudgel, knocking him to the ground, and pinning him. You see that he did have a chance to crush the young girl's head with his club, but he hesitates at the crucial moment, clearly not wanting to hurt the child. He is pinned down by the children, leaving you with the more serious one. He seems shocked by the defense you put up, and he manages with some effort to throw you off. He reaches into his boot, and pulls out a crooked knife. You can see down the street to the circus tent, and you see Nilt catching Kit out of the sky. Their assailant flies off, seemingly defeated. They'd probably help you if they could, and you're positive you could run away faster than this guy could catch you, but you are concerned what may happen to the children if you did that.
Result: In under a minute, Baryhl has fully reformed. You look around the tent to see if anybody is falling over dead. This doesn't seem to be the case, but it's hard to tell: the old aven and his grandchick are both lying still, and Baryhl knows well that he may have inadvertently snuffed what little embers they had left. Beyond that, there seems to be some truth to your theory that these bandits may have been summoned from someone else. That may indeed suggest a planeswalker (something Baryhl knows more about than most people do), but it certainly doesn't confirm it. Baryhl stands, intact and unharmed, just like every time before.
Result: The bandits allow you to bind them, including Deoven. Lugario looks most impressed with you. The bandit who is missing a hand mostly just whimpers, but you hear the unharmed bandit whisper some question to Deoven. Deoven whispers back just loudly enough for you to hear "It's fine. They aren't like him. The worst we'll get is a hanging."
Result: You thrust yourself into the midst of the fray between the bandits and Imini. One of the bandits plows straight into you, tumbling into a jumble. The other one sees you in time, and takes a wider course, laughing as he draws up to Imini with a kissy-face. She smashes him with the cash box, and blood streams out his nose. He has a short sword, and angrily brandishes it, as she uses the moneybox as a shield. Meanwhile, you are mid-tussle with a rather fat female bandit. You are too strong to allow her off the ground, and at Imini, but the bandit is too strong to allow you up either.
On to the cards: Consious Dream- This is actually more powerful than a triple Journey to Nowhere, since the cards take up a lot of space in their hand, and they can't even cast duplicates they draw (poor Relentless Rats). Plus even if they get rid of the enchantment, they have to pay for the cards, which probably can't be done in one turn if you bounce three whole creatures. It costs 8 mana to do this with Quarantine Field, and that's way less of a blowout than this card. It's not even mythic, or legendary. This is an overpowered card.
Burning Ingenuity- Wait, what?? This card is crazy. Just imagine it in Legacy burn: my hand is almost empty by turn 3, and my opponent is probably at very low life. Even if they can be guaranteed to draw the Force of Will off of this, they can't afford the life to pay to counter what I cast, but I can easily draw 10 whole cards without feeling it, and be almost guaranteed a win. Granted, Legacy is so full of broken cards that this barely registers, but it does way too much for three mana. It's sort of like Windfall meets Necropotence, which is kinda cool, but it's just gotta be broken, right? I don't see exactly the thing that makes it broken, but it just seems like it has to be. I would change the number from ten to five, or maybe seven. Wheel of Fortune proves the danger of this, and this has potential to be scarier. I will grant that the purpose of this card is to blow minds, and it did indeed blow my mind. Nevertheless, both of these cards are just too much.
Result: Tanair and Usi look at each other as if they know exactly what to do. With newfound confidence, they both begin crafting ambitious magics that they've never tried. Meanwhile, Grevax is next to them weaving his own spell. There is a magical camaraderie between the three of you as you work. Unfortunately, the kids get sucked up in the moment, as many young magi have before them, trying spells of greater power than they were prepared for. Usi is the first to overextend, attempting to imbue telepathic magics into her pyromancy. Suddenly, she feels a rush of power like she's never felt before. Her mind is becoming unbound beyond what the goblin thought possible. The situation before her falls away as truths of the universe that she cannot begin to comprehend become revealed to her. She is struck in awe. Meanwhile, Tanair has himself become taken up in his own magics. He has managed once before to transport the mind, leaving the body helpless. Naively, he thinks he can do this to several enemies at once. First, he hits the man with the short sword, then, the woman who is wrestling Brackorl. He becomes aware of a short bandit stealing juggling knives, and attempts to trap him as well. This proves to be a mistake, as Tanair finds his brain nearly ripped apart from the effort. The spell immediately wares off of the bandits, and Tanair finds himself trapped in his own vision, unaware that Usi is lying next to him in her own form of mental prison.
Result: As you begin weaving your spell, you notice the vedalken, Tanair weaving a similar, and clearly powerful spell. Usi joins in, and you feel the mana swelling intensely. Unfortunately, the kids don't have the kind of control over their magic that you have, and you see first the goblin, then the vedalken collapse under the weight of their own magic. It's up to you. Your spell is cast, and a blue line splits into three, each targeting one of the same three bandits that Tanair had targeted. Blue chords enwrap them, causing them to become entangled, and to move in slow motion. You have the spell maintained, and If you like, you can use your next action to cast the second half of your spell, and banish them to somewhere outside of the city. You do see that the poor kids could probably use your help. You've been trapped in a hellish illusion before, and it isn't fun, although the goblin has an odd grin on her face.
Brackorl gets a few bruises in the tussle, but nothing serious.
Tanair and Usi are unconscious, but aren't harmed.
We had several solid designs, so I'll give an experience point to the following: Nilt, Baryhl, Shalin, and Grevax.
No response from K'kel. I'll assume, she looked around, and saw all bandits currently engaged. She is probably gathering up her contraptions to make sure none were stolen in the chaos.
Next:
You've basically secured the tent. There are still several bandits, but Grevax and Shalin have all of them captured for the moment. You finally have a moment to regroup, and figure out what's going on. "Where did Guzlo go?" says Lugario. There is still a lot of chaos going on outside, and it may be smart to try to find a way to block the tent off from further attack, or perhaps it is time to grab everything and flee the city.
Those outside of the tent are unaware of what has been going on within, but are aware that if they are separated from from the troupe for long, they may not be able to get back. Guzlo is in particular danger.
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
Legendary Creature - Elf Rogue Druid
Skulk
GU: Return ~ from the battlefield or exile to its owner's hand.
1/3
EXP: 2
OOC: Are we allowed to reuse spells/cards? I know I won't be using the Druidic Ode every other entry, but maybe in another DIRE emergency? If not for that, then what about reusing other, less spectactular cards in general? Lastly, what happens when a pre-existing card fits perfectly for what we need to do? Are we not allowed to use it or make reprints?
Kit clambered down Nilt's enlongated frame and rushed to Rimney's side. Then the Nilt let go of his spell and he returned to his normally lanky stature. His heart also slowed, not to completely normal, but certainly his pulse was no longer a ragged staccato of beats. Slipping back inside the main tent, Nilt is relieved to see troupe-mates have secured the premises by apprehending the ruffians and Lugario is trying to gather everyone for discussion on what we're to do next. Oh, someone left their caramel corn in the horrid panic. Well, Nilt though, best not to waste it. Nilt brushs off the top layer of dirtied kernels and begins to snack. They're particulary sweet this time, Kit must of drawn on her special stores for this batch. Wait: one, two, three, four, Rimney and Kit were coming in from outside... Where IS Guzlo?
Catch Your Breath G
Instant (C)
Regenerate each tapped creature you control.
"This ain't over by a long shot, but we've got a second." - Lugario, Ringmaster
Brackorl, the Burnished Throat RW
Legendary Creature - Kor Rogue (R)
Noncombat damage is dealt to Brackorl, the Burnished Throat in the form of Brackorl getting +0/+2 until end of turn and you gaining 1 life for each 1 damage dealt.
3, T: Brackorl deals damage equal to the number of Equipment you control to target creature.
"It's not too hard of a gig - just leaves a man wanting a drink."
1/2
Experience Points: 1
Brackorl knows he isn't out of the woods yet, so to speak - and neither is Imini. In a one-on-one situation versus a wounded bandit, he knows she can handle herself - for the moment. The zaftig lady currently holding him in a compromising position presents a... bit more of an issue. Force isn't going to work. Time for finesse.
Brackorl has always been a bit of a ladies' man, and hostile bandit or no, can certainly at least put on an act of charm when it comes to getting a curvaceous woman to do what he wants. In this case, he's looking to simply catch her off guard and roll out of the hold she has on him, hopefully incapacitate her long enough to escape, then bonk the bandit threatening Imini in the back of the head for an easy takedown.
Dramatic Flirtation 2RW
Instant (R)
Choose target creature or planeswalker you control and target creature or planeswalker you don't control. Flip a number of coins equal to their total toughness or loyalty. Dramatic Flirtation deals 2 damage to each of them for each heads and put a +1/+1 counter on each of those creatures and a loyalty counter on each of those planeswalkers for each tails.
"In retrospect, I should not have thought calling a Renegade Archon 'Her Divine Cuteness' would incline her to tenderhearted mercy. Still worth it."
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Barhyl looks down and sees half of his torso missing and sighs. His flesh doesn't so much regenerate as it does materialize. For most Aetherborn this comes at a great cost to their life expectancy and require substantial amounts of accessible mana, but for some unknown reason Baryhl just syphons ambient mana and Aether in what seems to be a limitless supply for this purpose and this purpose only. Things have been a bit different on this plane where Aether is not so abundant. When he needs to rebuild significantly it sometimes takes from other beings. He hasn't told Lugario this yet, but it's only a mater of time until some poor sap in the stands dies of a heart attack when Baryhl repairs one of his crushed chest cavities. The minor injures that don't really require a substantial amount of material to repair don't seem to have this affect, but when he loses a limb or substantial mass, he know the replacement mass comes from somewhere, he just doesn't always know where. He hasn't been so foolish to test the full limits of his abilities, so who knows what extents of damage he can repair.
While full of hate for these bandits Barhyl concentrates on repairing his injury and can feel the aether being actually being pulled from the bandits themselves... this would imply they are summoned... by a planeswalker. "We have company" Barhyl thinks to him self.
Syphon Aether 2BB
Instant [UNC]
Syphon Aether deals damage to each creature equal to the damage already dealt to it this turn. You gain life equal to the damage dealt this way.
At first, the Aetherborn were synonymous with vampires, but it became clear they were less parasitic in nature and much easier to kill.
Total: 1
Aetherblade 3
Artifact-Equipment [R]
Equipped creature gets +2/+1.
Whenever equipped creature deals combat damage, you may shuffle it into its owner's library. If you do, you may cast a spell as though it had flash by paying the mana cost reduced by up to 3.
Equip 1
Legendary Creature - Elf
T: Untap target creature.
1/3
"A little treat to keep you going!"
Minor wound: Bruised shoulder
Exp: 1
Kit would thank her fellow circus worker and head off to check on the injured Clown. "Hold still." She would say, her breathing long and hard as she was trying hard to keep a level head. Though the Orc was down... and groaning and moaning like a cow, he would most likely survive. The first thing to do was to get herself and the rest of the crew to safety, or at least help out with whatever she could get with. And Guzlo could look like he needed a lot of assistance, and so would whoever go and assist him. She rummages through her satchel, "Come on... Come on...." she mumbles. "Got it!" Pulling out several small vials of green liquid. She always kept these for long days of prep, and these were familiar to the rest of the crew. Small shots of energy for long days and performances and would quickly pass them over to whoever needed them.
Invigorating Shot G
Instant
Untap any number of target creatures and put a +1/+1 counter on them.
Strive - 1G
'Bottled energy coming right up!'
Sasky for the Sig.
I am in your [PACK]. Watching you... do... something.
Legendary Creature — Human Wizard [R]
Skulk
1U: Return Grevax, Master Illusionist to its owner's hand, then put a token onto the battlefield that's a copy of it.
2/2
Experience Counters: 1
Grevax drew power from a nearby library, hoping to find the power necessary to finish casting his spell.
Apprentice's Study
Land [U]
t: Add C to your mana pool.
Whenever you cast an instant or sorcery spell, you may pay 1. If you do, scry 1.
Every archmage has to start somewhere.
Check out my Newborder Peasant Cube here! http://www.cubetutor.com/draft/37467
True Name Mafia (Win),Clan Contest IX Mafia (Win), Bravely Default Mafia (Loss), BOTAS (loss), BfV (Loss), Ace Attourney (loss)
Rules Advisor before they were eradicated
Result: You see Baryhl coming with a blade drawn. It's hard to argue with an indestructible entity with a sword. You dodge around, confusing and annoying your opponent. He manages to cut your side with the knife, but it isn't deep. He shouts a curse at you the moment before a sword plunges through his chest. Baryhl is kind of a scary guy, and doesn't seem that afraid to take a life. The other bandit has managed to scramble out from under the kids, and seeing the strange creature who killed his companion, he instantly runs away screaming. You've never been so happy to see Baryhl's expressionless face.
Result: (I do want to know whether you conjured your sword, or had it. I'm not willing to give you a sword that magical, but I'll certainly give you the first half of it without the shuffle ability.) You dispatch the first bandit, and send the other running. Guzlo is a sentimentalist, and sees the children into the church, thanking them profusely for their help, but insisting they stay safely inside. You become aware that you've lingered a bit too long in the open, and turn to return to the tent with the goblin. Unfortunately, when you turn, you see a trio of aven bandits land right in front of you, cutting you off. "Why are they dressed like this?" Asks one. Another squawks, and replies "They must be from the circus. Lets take them. They might entertain him."
Result: Your expression softens as you look into the face of your adversary. For a moment, the wrestling begins to change form to something more... sensual. However, when the bandit realizes what you are doing, she looks becomes enraged, and aims a powerful knee at your tender bits. Luckily, a moment before impact, she becomes struck with something. A blue band wraps her, and her movements slow to a crawl, you easily outmaneuver her, and realize that it is Grevax's doing. The bandit at Imini is likewise slowed, and she is taking pleasure in smashing him repeatedly with the moneybox and calling him various dirty words. You see that she got cut slightly in the battle. In an instant, both bandits seem to be pulled into the hands of Grevax, where they disappear into nothing.
Result: You can't fail too badly when what you're doing is catching your breath. You become aware of your surroundings. You see Grevax performing a powerful teleportation spell. After, he looks quite drained. Kit is seeing to those wounded. Lugario rushes to the moneybox, taking it from Imini, and beginning to count. The main tent is empty of hostiles, but you can still hear the madness outside. One bandit appears to be pontificating on the roof of a nearby building. You can't hear what he's shouting, but the gist seems to be "take it all". Outside the tent are the carts that the circus uses to travel, and live in. It suddenly occurs to you that these may already have been raided. At least all the performers seem more or less safe for the moment. Most of them are ducking under the seats, or hiding in prop trunks, but at least it seems nobody was killed.
Result: Rimney is hurt pretty badly. He has a 30% chance of dying (roll of 30 or less)
Result: It takes every bit of energy you have, but you banish the bandits to somewhere outside of town. You look around. To your surprise, everything seems to be more or less safe inside the tent.
Tanair and Usi regain consciousness (see Kit's results).
An experience point goes to: Grevax for a great design, Guzlo for sheer pluck, and Kit for doing exactly what needed to be done.
On the subject of repeating cards, I'm not sure quite what to do with this. On the one hand, the fact that you successfully did something proves that you can do it again, but on the other hand, I base the success of your actions largely on your designs, and if you reuse cards that you know I like, you know the result will probably be safe. I'm going to say that you can reuse cards sparingly. You can also attempt to redesign things you tried before to be more balanced, which is what I'd actually prefer. I will say that you can't use actual cards, because while I may be able to evaluate the card, I wouldn't be evaluating your design. Something like Fleeting Distraction would be frequently useful, but I want you to design the cards.
No response from Shalin or K'kel. Shalin spends her time controlling her bound prisoners, as well as the animals. K'kel is busy loading circus supplies together for a faster getaway.
Lugario- Old orc ringmaster/ owner.
Imini- Human Ticket barker.
Adalia- Merfolk, aquatic performer, performs with serpents, also in charge of beast care
Briner- Merfolk acrobat/ hydromancer. Adalia's lover.
Grimmit- Shapeshifting burlesque dancer (performs as a female, but is technically male).
Nozeer- Human strongman, Sanna's brother.
Rolan- Human strongman, Sanna's lover.
Sanna- Human stablemaster and backstage manager. Nozeer's sister, and Drim and Lanna's mother.
Drim- Sanna's son. Looks like he might be half... not human. Learning various skills.
Lanna- Sanna's fully human daughter by Rolan. An insanely good ropewalker.
Olrine- A half-orc teenager some relation to Lugario. She is deaf, and thought to be a half-wit. She does grunt work.
Great Gornarl- A gentle Vizzerdrix, popular as a freak. Sometimes performs with Rimney, but is shy. Gornarl seems surprisingly intelligent.
Geeb, Zeeb, and Kooba- Streamer Faeries.
Rimney- Orc clown. Lugario's cousin.
Nilt- Elf contortionist. Has a squirrel called Chipper.
Brackorl- Kor swordswallower.
Grevax- Human Illusionist.
Tanair- Vedalken teleportationist, performs with Usi.
Usi- Goblin pyromancer, performs with Tanair.
Shalin- Elf beastmaster.
Guzlo- Goblin lion-tamer.
K'kel- Dwarf techy, and propmaker.
Kit- Elf cook/ sweets vendor.
Baryhl- Aetherborn daredevil.
A baby aven whose grandfather just died.
Also
Some big cats, including Byakko the white tiger, and Guzlo's lion (please describe).
Some sea serpents that perform with Adalia.
A two-headed monkey, a blue dog, and a huge, cantankerous bird, all of whom do tricks.
Three carts, each drawn by horses. One horse is a good performer.
A giant tent.
That's twenty-six people including three faeries and two children, and not including the baby aven.
NEXT: You guys know the drill. Except for the people outside the tent, everything is actually relatively safe now. You guys can discuss what you think you should do, and you don't have to post a card unless you want to. You can try to wait out the raid, but by then, they may have taken everything. There are three carts outside containing the circus's travel supplies. If you could load them up and go, you might be able to get out of town. On the other hand, those carts may have already been raided. You could alternatively try to dig in and wait the raid out. Likely, the bandits will have taken all they could carry in a few hours.
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
Legendary Creature - Elf Shaman
At the beginning of combat on your turn, you may gain control of target creature an opponent controls until end of turn. If you do, that creature deals damage equal to its power to Shalin Nariya, then untap it and it gains trample and haste until end of turn.
: Shalin gets +0/+1 until end of turn.
2/2
EXP Pts: 1
Satisfied with Byakko's assistance in repelling the attack, Shalin gave the hunting cat a pet and a quick snack for the road - she figured the group would be traveling away from the city shortly due to the chaos that had ensued. From there, she led the bound bandits out of the tent in an effort to contact the local authorities, where they could be processed like any other criminal.
Spoils of the Hunt 3G
Instant {U}
Any number of target players each gain life equal to the total power of creatures that died this turn.
Draw a card.
For beasts of the Nayan rainforest, war time and meal time often coincide.
Emille, Seven-Sting Dancer Shalin Nariya
Brackorl, the Burnished Throat RW
Legendary Creature - Kor Rogue (R)
Noncombat damage is dealt to Brackorl, the Burnished Throat in the form of Brackorl getting +0/+2 until end of turn and you gaining 1 life for each 1 damage dealt.
3, T: Brackorl deals damage equal to the number of Equipment you control to target creature.
"It's not too hard of a gig - just leaves a man wanting a drink."
1/2
Experience Points: 1
But Brackorl currently has three much higher priorities than that: In no particular order, those are "make sure the wounds he's gotten won't kill him"; "make sure Imini is alright"; and "make sure there's still such a thing as Lugario's Circus and that he'll still be able to be employed with it".
He cracks his neck joints and begins to feel the rush of combat wear off, and as such, feel his smallish, skin-deep wounds start to sting and ache. Those should heal in a few days, though, and there was little point in wasting medication on them when others needed it much more. Then he casts his gaze on the panting, still money-box-wielding Imini, and tenderly asks, "Are you okay?"
Aftermath Assessment 2W
Instant (U)
Untap all artifacts and creatures you control.
Return up to one target artifact or creature card from your graveyard to your hand if it was put there from the battlefield this turn.
"The memory serves two purposes: Repeating old successes and stopping new mistakes." - General Tylak of the Outer-Edge Mesas
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Legendary Creature - Elf Druid Rogue
Skulk
GU: Return ~ from the battlefield or exile tp its owner's hand.
1/3
Exp - 2
Nilt, now somewhat more composed, approaches Lugario. He looks up from his counting. "I know this isn't going to be a popular opinion Lugario, but... I don't think we can just run away from this one." Nilt furrows his brow, "Fighting these ruffians certainly seems, well ill-Advised at best, but I know our supplies are low. We have enough gold to at least stock up in the next town over, but if I judged the map you showed us earlier, that might be too far to push the troupe." The lanky Elf continued, "If we just let these oafs ransack the city, there'll be nothing left for either the townsfolk to pay us with, or us to buy." "Plus", he added, "Nothing earns you gratitude like saving a city. At the very least we're going to have to get our baseline stuff back from these brutes. So fighting seems overly likely here. We should try to organize whatever your decision is, you are the ringleader." Lugario grimaces, and sighs deeply. After a second or two of weighted silence, Lugario remarks, "I'll take your 'plan' into consideration. We'll have to talk this over as a family."
Pragmatic Prognosis 2(U/B)(U/B)
Sorcery (U)
Conspire
Target player draws two cards and loses 2 life.
OOC: I'm trying to get lugario to my side on driving the bandits out, or at least aiding the town's hopefully pre-existing defenses.
Nilt now heads to aide Grevax and company.
"We should make sure that all the bandits are gone. We can't let then take everything we have!" he stated.
Ky'thnel, Sweets Vendor UG
Legendary Creature - Elf
T: Untap target creature.
1/3
"A little treat to keep you going!"
Minor wound: Bruised shoulder
Exp: 2
The elf finally collapses next to the injured orc. Her chest heaves heavily as all the excitement and insanity takes a toll on her body and her wits. "So this is how my parents feel during emergency hours at the clinic.... fatigue, anxiety, worry...." she would enumerate and get cut off at a Word. "Wait... baby?" Kit would look around and slowly make it to the unconscious child and bring her closer to safety and the larger orc. "Think everything outside is clear? And can you sit up?" She would ask the orc. Her body ached, mostly the bruised shoulder she had received thanks to her trouble with a bandit, but mostly from fatigue and all the excitement she had been through from most of the day. Observing and looking around the tent to see if anyone else needs her help or if there was anything else urgent that needed to be done.
Sasky for the Sig.
I am in your [PACK]. Watching you... do... something.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
@void_nothing, Drim is indeed Sanna's son from a previous relationship that she does not speak of. His skin is a russet hue, and he has odd growths around his forehead, so it is conjectured that he isn't fully human. Great Gornarl cannot talk, but he seems to understand pretty well. In the performance, he's treated like one of the beasts, but outside of performance, he's treated like any other member of the circus. He is a standoffish, but contemplative individual who often stares for hours at a little wooden horse he was once given.
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
Barhyl looks down and sees half of his torso missing and sighs. His flesh doesn't so much regenerate as it does materialize. For most Aetherborn this comes at a great cost to their life expectancy and require substantial amounts of accessible mana, but for some unknown reason Baryhl just syphons ambient mana and Aether in what seems to be a limitless supply for this purpose and this purpose only. Things have been a bit different on this plane where Aether is not so abundant. When he needs to rebuild significantly it sometimes takes from other beings. He hasn't told Lugario this yet, but it's only a mater of time until some poor sap in the stands dies of a heart attack when Baryhl repairs one of his crushed chest cavities. The minor injures that don't really require a substantial amount of material to repair don't seem to have this affect, but when he loses a limb or substantial mass, he know the replacement mass comes from somewhere, he just doesn't always know where. He hasn't been so foolish to test the full limits of his abilities, so who knows what extents of damage he can repair.
While full of hate for these bandits Barhyl concentrates on repairing his injury and can feel the aether being actually being pulled from the bandits themselves... this would imply they are summoned... by a planeswalker. "We have company" Barhyl thinks to him self.
Syphon Aether 2BB
Instant [UNC]
Syphon Aether deals damage to each creature equal to the damage already dealt to it this turn. You gain life equal to the damage dealt this way.
At first, the Aetherborn were synonymous with vampires, but it became clear they were less parasitic in nature and much easier to kill.
Total: 1
Triple Threat 4UB
Instant [R]
Create two tokens that are copies of target creature. Those tokens have "Whenever this creature is dealt damage by a spell or permanent an opponent controls, it deals that much damage to each other creature with the same name as this creature."
It's not just your eyes playing tricks on you.