Congradulations to all those who made it to round 3! We have 12 contestants remaining, and soon, only 6. Let's move on to this round's challenge!
Now I'm going to take this opportunity to make you guys think. I'm sure you've all settled into your nice little hole where you design neat little cards and mechanics, but now I'm gonna rip you out of them! Round 3's challenge is to design an entire block. Did you get that? Yes, I'm talking about a Magic block like Onslaught, Mirridon, Champions Of Kamagawa, one of those kinds of blocks. The catch is, cards are optional. You're going to put your writing and imagination skills to the test this time!
Round Fulfillments:
Write a 1-2 paragraph (5-7 sentences each) about an original MTG world of your own design. Introduce characters, themes, landscapes, whatever you want! Just keep it within those two paragraphs.
The Wording Scale:
Since we're not judging card wordings this time around, the Wording scale with focus on the grammatical elements of the piece
Bonus Points
One bonus point will be rewarded for each card supplied with the piece, to a maximum of 5. Each card must have something to do with your block, be it a Legend from it, showcasing a new mechanic, whatever.
I am #5, my opponent is Meteor, I am being judged by Ikaros.
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Xerphan's Rainless Nights
Xerphan is a world that is in the middle of a tremendous crisis. A drought has suddenly occurred and the land is slowly desertifying. Normally, ~ is a fruitful, government-driven world, but now everyone is desperate. They have turned to religion, and religion is forbidden by law. The Order of the Dragon Scale, a group of rogue fire-mages know the secret of the drought, and are trying to blackmail the government into giving them what they want. The Verdana, a group of elves, is trying to combat the drought with their land and rain-magic, but they are currently overextended. The Kippan, a group of merfolk, live off the coast of Verda and are currently aligned with the elves because they know only they can end the suffering. Almost anything can be found on Dridem, including creepy, crawly, scary insects, and minions, always looking for someone to serve. You can gain their favor easily, but it can be fleeting very quickly. The Jartans, a group of humans, have a government set in Jartapolis, the central part of the country of Jarta. They're trying to stop the drought, but in all the wrong ways.
In a crisis, one needs to hoard his or her supplies. Therefore, there are bonuses abound for the ones who hoard their possessions. In a time of need, heroes rise up and show grace under pressure. However, one can't have heroes without the villains to oppose them. There will be plenty in Xerphan. One will include Gork, the mage that started the whole thing, and Zirdja, a young elf who only has memories of what the world was like before then. Since the world is changing, there needs to be something to express that. So, there will be quite a few World Enchantments in Xerphan. Also, there will be religion versus secularization in Xerphan.
Xerphan Drought - :4mana::symr::symr:
World Enchantment (R)
At the beginning of each player's upkeep, Xerphan Drought deals 1 damage to that player and destroys a land that player controls, chosen at random.
Whenever a land comes into play, Xerphan Drought deals 2 damage to that land's controller.
Sacrificial Prey - :1mana::symw:
Creature -- Spiritual Lamb (C)
Sacrifice Sacrificial Prey: You gain 3 life. The only things not clandestine about the sacrifices is the smell and the smoke.
2/2
Secularize - :1mana::symu::symw:
Instant (U)
Choose one - Counter target Spiritual spell; or remove target Spiritual from the game. "This can't do at all!" - Birt, Judge of Jarta
Zirdja, Hope of Verdana - :2mana::symg::symg:
Legendary Creature -- Elf Shaman (R)
When Zirdja, Hope of Verdana comes into play, search your library for a land card and put it into play tapped. Shuffle your library afterwards.
Stockpile 6 - At the beginning of your upkeep, put a 4/4 green Elemental token with "When Elemental comes into play, search your library for a land card and put it into play tapped. Shuffle your library afterwards." into play. (As long as you have 6 or more cards in your hand, Zirdja has this effect.)
2/2
Gork, Drought-Starter - :2mana::symr:
Legendary Creature -- Human Wizard Rogue
:3mana::symr::symr:, :symtap:, sacrifice Gork, Drought-Starter: Destroy all lands. They cannot be regenerated. He won't stop until he gets what he wants. The Order of the Dragon Scale is his greatest tool.
2/2
The block is set on a small plane, Eternia, created by a child planeswalker by the name of Rozetta. It is as close as what 'wonderland' could be - Candy grows on trees, the sky is perpetually sunny, and people never grow old. Food is abundant, and the people are always happy. The geography of Eternia is simple - In the middle of the Runia Sea is the mainland. The west half of the mainland is the Cerika Forest, home of the elves; to the north the Veluna Mountains, home of dwarves and goblins; and at the center the Fertile Meadows, home of the humans.
Since the plane was young and everyone supposedly immortal, there was no concept of 'death' on Eternia. Until some of the first elves never woke up from their sleep and ceased to breathe. Death has finally found Eternia.
The people of Eternia looked to Rozetta for answers, but Rozetta was also too young to provide them a satisfying answer. Eventually a group of people lost faith in Rozetta and set off to seek the truth. They worshipped Death, their imaginary god. They were banished to the corner islands of Numeria. Meanwhile, people over Eternia were still dying.
The second set, Eternia's Despair, deals with the conflicts between the Numerians and the rest of Eternia while Rozetta travels to other planes to search for an answer; and the third set, Eternia's Fate, sees Rozetta returning to a ravaged wonderland. Will the Eternians be prepared for what Rozetta has to give?
Set theme: Life.
Set mechanics:
This is a set where there are no major keyword mechanics, but some minor ones:
Safekeep [number] - [effect] (When this comes into play. You lose [number] life. If you would lose the game by having 0 or less life, instead remove ~ from the game, gain [number] life and [effect].)
Numerian Avenger
3BB
Creature - Human Wizard
Safekeep 5 - All opponents sacrifice two creatures.
2/2
Worth [number X] - [number Y] (You may only play this spell if you have between [X] to [Y] life.)
Other cards with example (non-keyworded) mechanics:
Joyous Wanderer
3W
Creature - Human Rogue
3W, Return Joyous Wanderer to its owner's hand: You gain life equal to Joyous Wanderer's converted mana cost.
1/3
Torrent of Milk
4R
Sorcery
Destroy target land.
You gain 3 life.
('Life-trips', life gain/loss becomes an added effect on cards.)
Toy Castle
Artifact Land
T: Add 1 to your mana pool.
2WW, T: Put a 1/1 white Human Soldier creature token into play. If you have 20 or more life, put an additional 1/1 white Human Soldier creature token into play.
Hey Wolfwood, I know I did not judge the last round, is that the cause of me not still being a judge? I apoligize regardless as I was out of town and away from a computer for the entire four day weekend so was unable to judge. Sorry, Hence my name, for that. If that is the reason I would like to judge again but it is up to you.
Yay, that's pretty neat!!! Guess I'll take the chance and showcase the storyline for my next block, codenamed Here, There, and Everywhere, and inspired by Greek mythology.
Storyline:
A young minotaur warrior is standing at Mount Pyros, just outside Trece, the Ashen Peaks' capitol. He had meaning to go there for a while now, but, between training and helping his mother and uncle, only now has he found the time. Something about Mount Pyros has been bugging him for a while; whenever he looked at the Colossus, the huge bronze statue of the Fire God, standing at the top of the Mount, he could sense something calling him. Seeing the ravaged state of his continent, he had long since stopped believing in gods as the world's creators. But now, standing at the feet of the Colossus, he could sense it even clearer... It was a voice, a deep, thundering voice, and it was speaking to him.
Everything then seemed to happen in a fraction of seconds. The voice introduced itself as the Fire God, and said that not only him, but all other gods, creators of this world, needed the young minotaur's help. The Fire God told him to wander the land in search of the most powerful demigods in the five countries of the continent, gather them, and head to Mount Philotheos, known as the ancient dwelling to gods. The young minotaur was confused; he knew demigods were powerful heroes, said to be the offspring of gods and mortals. He didn't even believe this definition was actually true, because he didn't believe in gods, so why should he be assigned this task? "Because you, Thatos, are the strongest of my sons", replied the voice, "and I, you father, need your help to save the gods from our prison, and thus save the world from the greatest of evils".
Thatos woke up sweating in his bed. Everything that had just happened seemed much too real, it couldn't have been a dream. Was he actually a demigod? He never knew his father... actually, he had learned to hate his father for leaving him and his mother behind. But the voice had said that the gods are trapped somehow, and the greatest of evils was threatening the world. What could be so powerful to hold gods captives? If the world was deprived from the gods' care, it could explain a lot... it could explain the endless wars; the infinite hostility between the five countries; it could explain the elders' claims of a past time where gods protected mortals... Even though he didn't want to believe any of this, something had awakened inside Thatos... he was feeling powerful, feeling a hidden force deep within him... it couldn't be true... or could it? It was time for him to have a revealing conversation with his mother and uncle.
Sample Cards:
Thatos, Son of Fire - 2RRR
Legendary Creature - Minotaur Warrior
Whenever a nonred creature comes into play, if you control four or more red creatures, Thatos, Son of Fire deals 2 damage to it.
R: Target creature gets +1/+0 until end of turn.
4/3
Marshal Konstantinos - 4W
Legendary Creature - Human Soldier
Militance 2 (Whenever this is dealt combat damage, put two +1/+1 counters on it.)
Amity - Creatures you control get +1/+1 and have first strike. (This card has amity as long as all nonland permanents you control share a color with it.)
2/3
Colossus of the Ashen Peaks - 6
Legendary Artifact - Wonder
You can't play nonred, nonartifact spells.
Whenever you play a red spell, Colossus of the Ashen Peaks deals 2 damage to target player. The statue of the Fire God, always inspiring Trecean people in battle.
Aeopus, Kentros Liege - 2GG
Legendary Creature - Centaur Lord
Whenever you play a green spell, put a wisdom counter on Aeopus, Kentros Liege.
Amity - Remove four wisdom counters from Aeopus: Draw a card for each creature you control. (This card has amity as long as all nonland permanents you control share a color with it.)
4/4
Arionide, Medusa Queen - 3BB
Legendary Creature - Gorgon Lord
When Arionide, Medusa Queen comes into play, put a stone counter on each creature you don't control.
At the beginning of your upkeep, destroy target creature with one or more stone counters. Then, if your opponents control no creatures, return Arionide to its owner's hand.
2/3
Hey Wolfwood, I know I did not judge the last round, is that the cause of me not still being a judge? I apoligize regardless as I was out of town and away from a computer for the entire four day weekend so was unable to judge. Sorry, Hence my name, for that. If that is the reason I would like to judge again but it is up to you.
Yes, that's why you weren't on the list. I'll let you judge this round and next but so help me if you're not here again!
New judging:
AKARAT 01-02
Ikaros 03-04
SorryGuy 05-06
Private Mod Note
():
Rollback Post to RevisionRollBack
My Youtube Channel Wolfwood Sama on MTGO (Westane for PureMTGO community events)
ISD Block UR - Burning Vengeance BG - The Rock RUG - RUG Control BBB - Zombies
Welcome to the Vesasik…..a land where the worst monsters of your imagination become flesh and blood. Called Nightmare Country by its inhabitants, Vesasik is the result of a mad planeswalker’s failed experiments on the human psyche. The world created was one where it seemed peaceful by day, but every night the worst in people was exposed, creating a whole new group….the monsters, who can take many forms. Each monster is a person, who goes about their normal routines, tormented with the knowledge of how they act at night.
Now, times are troubled in the Vesasik. Until now, every night when the suns went down the landscape would freeze over, and people would show their darker sides. But recently, a few humans have failed to change, leaving them alone and defenseless in the world of ice and nightmares. Slowly, they begin to die, often killed by their own friends and family. It does not help anyone's consience that most of the unchanged, as they are called, are childern.
Tormented by what he had done to the rest of his family when he was a monster Samael, Martial of the Vesasik, set out to seek the truth. Three years have passed since he left, and things have gotten worse. More people are failing to change, and it is rare that a night goes by when someone doesn't die.Some people choose to wander off into the wilderness, to face the wild beasts instead of the horrors that they become.Life gets worse and worse......until Samael comes back into town.
Cards:
Sunscorched Plains Land-Plains Dual (At the beginning of your upkeep, flip this card) ----- Moonscorched Swamp Land-Swamp Dual (At the beginning of your upkeep, flip this card)
Binding Shadows :2mana::symb: Instant Replicate-Nightmare (When you play this spell, you may sacrifice a Nightmare. If you do, copy this spell. You may choose new targets for the copy) Destroy target creature. It can’t be regenerated
Lifecaster :2mana::symg: Creature-Elf Wizard Imagine-Black (Whenever Lifecaster attacks, you may destroy target black creature) 3/3
Shadowstriker :symb::symb: Creature-Nightmare Beast Duplicate-Nightmare(You may sacrifice a Nightmare during your upkeep. If you do, put a token into play that is a copy of this card) Fear 1/1
Samael, Martial of Vesasik :1mana::symw::symw: Legendary Creature-Human Warrior Dual Whenever a creature attacks, untap Samael, Martial of Vesasik 3/3 --- Image of Death Legendary Creature-Nightmare Image of Death is black Trample, Dual Imagine-Green, White, Blue, Red(Whenever Image of Death attacks, you may destroy any combination of a green creature, a white creature, a blue creature and a red creature) 7/7
High above Cabal City, is the lair of the Magistrate. It has been many years since he last heard of the Mirari, But none the less he drept of it every day. His age was becomming more and more a burden, and each day he heired more and more guards to search for it. He knew it was in this city. For he saw Braids here. "Pardon me Magistrate". The blood soaked chamber reveals a dark figure sitting alone beside a mirror. The Magistrate has changed with the death of Kuber. "What is it" He speaks quickly. "I am to report the sight of anything suspicious and well... Perhaps you should look outside". With this the guard quickly leaves the room. The Magistrate turns his head slightly to look outside of his tinted window. The entire city could be seen from here. He remembered looking out with Phage. Even a love bound magistrate however could not ignore what had happend. The city looked perfectly normal untill the eastern gates. Another barbairan attack had emerged and by the looks of it, they were winning. "Laquatus! Go!".
A new world has emerged out of the ruins of Otaria. Braids has been sighted in Cabal City and is believed to have the Mirari! Barbaian hordes are attacks on the city are becomming more numerous and the Magistrate is becomming more and more nervous. This brand new 350 card expansion will feature some returning mechanics as well as some amazing new ones. Old characters will return and new faces will be there to meet them.
Set Mechanics-
Blood Summon - As an addition cost to this spell, you must sacrifice the stated number of creatures.
Set Themes- Sacrifice, Gain of Power.
Tucked away in a lonely part of the multiverse, lies a nameless plane. Enter a world where light and dark stand side by side in the capital city of Lenn, worshipping the common sky. A place where illusion and reality co-exist in a rainforest of enormous size. Legends speak of a powerful mage guild whose members studied an ancient magic, but who fell to their own wild, unbound spells. Survivors of the guild sealed away their magic deep underneath the earth, where no one would be able to reach it. Or so they thought... One day, the sky grows deep red and minions never before seen spill into the world. Calling themselves the Chaotic Legion, they tear at the world from all sides. Attacking everything in their sights, living or not. It's an invasion force. It's utter chaos. Almost immediately the people of Lenn mobilize to defend themselves, but their opponents are irrational in thought and unpredictable in action. Meanwhile in a small remote village, Jeyda, sole survivor of the ancient guild looks up to the sky and wonders what could be happening...
Lust
The Chaotic Legion force has fully entered this nameless world, which is only one of many they have attacked. Several days into the invasion, they sense the old buried magics deep beneath the world. They have a strong connection to it and feel that the magic is similar to their own. They lust for it. And so they begin seeking a means to unseal the power of the old guild. Meanwhile the rainforest has proven to be a resilent place with the treefolk and wild beasts holding their own. In the city of Lenn, Jeyda has arrived to learn more of the invasion and decides that something must be done...
Frenzy
In the finale, the Chaotic Legion has succeeded in unsealing the magic of Jeyda's ancestors. With the seal opened, Chaos magic rips through the skies, altering the world itself. It would seem as though there is nothing to stand in the way of the invaders. However, with the seal broken, Jeyda recieves the power of her ancestors. A power she uses to fight and to help her find a way to reseal all of the chaos including the invaders themselves. As the new guildmaster, she travels the world, teaching a select few the potent magic of the guild and assigning each of them to defend the cities. On one of her trips, she visits the deep rainforest and discovers a hidden grove sealed with Chaos magic. Using her powers to break it, she finds a tome detailing the sealing techniques used by her ancestors, but she'll need a lot luck to pull it off. Fortunately, luck is what her magic is all about.
Mechanics/Themes:
-Chaos
-Coin-flipping
-Randomization (At least for red, everyone else will have probably have counter-measures)
-Red being the odd-colour out
-Enemy pairings of :symb::symw:, :symu::symg:
-Luck (Whenever this becomes the target of a spell or ability, flip a coin. If you win, counter that spell or ability.)
-Catalyst (When this comes into play, the next spell you play this turn costs less to play.)
Sample Cards:
Jeyda, Chaos Guild Master :2mana::symr::symr: (Rare)
Legendary Creature- Human Wizard
Luck (Whenever this becomes the target of a spell or ability, flip a coin. If you win, counter that spell or ability.)
:symtap:: Choose a creature at random. Jeyda, Chaos Guild Master deals 4 that creature.
2/2
Lunar Knight :2mana::symw: (Common)
Creature- Human Knight
First Strike
:symb:: Target creature becomes black until end of turn.
2/2
Rainforest Sapling (Uncommon)
Creature- Treefolk
Catalyst (When this comes into play, the next spell you play this turn costs less to play.)
When Rainforest Sapling comes into play, search your library for a blue instant card with converted mana cost equal to 1, reveal that card, and put it into your hand. Then shuffle your library.
1/1
No Nonsense :2mana::symu: (Rare)
Instant
Until end of turn, if target player would win a coin flip, he or she loses that coin flip instead.
Lenn, Observatory Capital (Rare)
Legendary Land
:symtap:: Add to your mana pool one mana of any type that a permanent in play could produce.
S'siphitus is a world enshrouded in mists, mists of a nature far beyond what outsiders would consider normal. They are constant, unending, yet capricious in nature; until recently, many scholars had debated whether or not the mists were actually alive. But now that question has been answered: the mists are indeed conscious entities, and they have proven to be most unwelcoming to the civilizations that have sprouted up on the face of their world in recent years. Yet some attest that civilization's intrusions alone cannot possibly be the reason for the sudden and violent animation of the mists; after all, humans had lived literally inside of these mysterious vapors for centuries. And there are odd stories disseminating from the forests of Tralka, concerning a certain young shaman with a surprisingly strong connection to the mists...
This block chronicles the struggle between surface-dwellers, the mists, and the nations below the seas. For when the air itself turns against you, where else is there to turn but where there is none? A green antagonist, watery saviors, and mechanics based on the interaction between light and wind, and darkness and obscurity, all in S'siphitus - World of Mists.
Emergence
This set creates the universe at the start of the conflict, when an elf shaman (one of the last of his kind) from the Tralkan woods named Gelka binds himself spiritually to the mists in an attempt to return the planet to its natural origins, and in the process wipe the taint of human civilization away forever. He both empowers and controls the ethereal vapors, creating creatures that are decidedly intangible, but make their presence felt nonetheless. Their ability in combat, or more precisely their lack of it, illustrates this more fully, as shown in the card Mist of Knowledge below.
Escape
This set marks a dramatic spike in Gelka's powers, attributed to his mastery of the magic of weaving shapeless mists into solid forms. Some mists actually have true substance (Walking Air below) in this set, though the magic is still new, which is both good and bad news for opposing mages. With just the right creatures in play, these solid mists can be dispersed without any extra interference by the player, but without those creatures you are sure to be facing down more than you can handle. Here's a hint: you can finally build that "bringer" tribal deck. The set name is Escape because these more powerful vapors are more than the humans can handle, and many are forced underwater to find shelter with the merfolk of the deep.
Effusion
This set ends the block with a bang, introducing more powerful and numerous Light Bringers...but at the same time more powerful mist creatures. The conflict ends, however, when civilizations of all types and creeds band together into one army (can you say multicolor?) and march on Tralka Woods.
Fading - Back in this set, some Mist creatures have conditional clauses that basically let you keep your fading creature in play as long as you want...as long as the opponent doesn't have a Bringer in play.
Flash X - Whenever a creature with Flash comes into play, tap all other creatures with toughness less than X, then deal X damage to target creature tapped this way.
Pseudo-combat - Not a keyworded ability, some Mists will be able to engage in combat without actually declaring an attack. See an attatched sample card for details.
Sample Cards/Pics (I'm still not used to Magic Set Editor....first time I've ever done anything like this....):
Gelka's Staff -
Legendary Equipment (R)
Equip -
Equipped creature is a Shaman is addition to its other creature types.
Equipped creature has ":symtap: Sacrifice an artifact: Target land or enchantment becomes a 4/4 Mist creature. This effect does not end at end of turn."
All Shamans gain protection from Mists.
When Gelka's Staff leaves play, destroy all Mists.
Talnevah, Grotto of Insight
Legendary Land (R)
:Add to your mana pool.
:Return target creature you control damaged by a Mist this turn to its owner's hand.
Mist of Knowledge - :3mana::symu:
Creature - Mist (C)
Mists of Knowledge can't attack or block.
: Deal two damage to target player unless that player has Mists of Knowledge deal two damage to target creature he or she controls. Play this ability only during your combat phase.
Whenever Mists of Knowledge deals damage to a player, draw a card.
0/2
Walking Air - :1mana::symg::symg::symu:
Creature - Mist (R)
:symu::symu::symu:: Walking Air gains flying until end of turn.
Fading:1
At the beginning of your upkeep, unless an opponent controls a Bringer, put a fade counter on Walking Air.
6/6
<sigh> SorryGuy, didn't we go through this last round? Don't judge until I give the word! There's still 4 hours left in the round.
Maybe the time zone thing is off but no, I waited 12 hours after you said there where 12 hours left. And it is silly to wait anyway since all those who I am judgeing have already submitted and it is only four hours early. I honestly do not agree with you, what is the point in waiting? I hope it is that you do not want people to see how judging will be done in advance because they should be able to so they know what to model after. Regardless as I said all of my submissions where already in so it is pointless. I am trying to do it because I had time last night and only that time and I was unsure if I would be here tonight so I posted it when I knew it would be in time because you know god help you if I do not.....
5kyh16h91 i really liked it. It's not just a story, but it describes the world. Because you used more then 3 paragraphs, i can't give you 5/5 for RF. The RF 'rule' is that i have to subtract 5-4=1 from each score making a total of 20/25.
Um, not to be rude, but I'm kinda confused on the math here.
Then again, I shouldn't be surprised at rounds based on half-point differences, seeing as that was the margin for me last round.
Ah, I thought he meant I got 5 points initially for RF, then subtract 4 because I talk too much for 1 total point for RF, which would be 5+5+5+1+5 =21. This is what confused me I suppose:
The RF 'rule' is that i have to subtract 5-4=1 for each score.
Yay for confusion. :biggrin3:
[edit]OH now I get it! Subtract one point from each of C,W,F, and B, not just subtract 4 points from RF. Ahhhh, okay then. gj Llan, see you next month. :grin2:
Now I'm going to take this opportunity to make you guys think. I'm sure you've all settled into your nice little hole where you design neat little cards and mechanics, but now I'm gonna rip you out of them! Round 3's challenge is to design an entire block. Did you get that? Yes, I'm talking about a Magic block like Onslaught, Mirridon, Champions Of Kamagawa, one of those kinds of blocks. The catch is, cards are optional. You're going to put your writing and imagination skills to the test this time!
Round Fulfillments:
Write a 1-2 paragraph (5-7 sentences each) about an original MTG world of your own design. Introduce characters, themes, landscapes, whatever you want! Just keep it within those two paragraphs.
The Wording Scale:
Since we're not judging card wordings this time around, the Wording scale with focus on the grammatical elements of the piece
Bonus Points
One bonus point will be rewarded for each card supplied with the piece, to a maximum of 5. Each card must have something to do with your block, be it a Legend from it, showcasing a new mechanic, whatever.
Pairings For Round 3:
01 RickCorgan
01 Chaos99
02 5kyh16h91
02 Llan
03 Qwerty
03 FrozenMage
04 Requinox
04 Alex
05 Eliminator
05 Meteor
06 Vermilious
06 Plainsjaywalker
Judges:
AKARAT 01-03
Ikaros - 04-06
Round 3 ends Thursday the 20th at Midnight. IT HAS BEGUN!
Wolfwood Sama on MTGO (Westane for PureMTGO community events)
UR - Burning Vengeance
BG - The Rock
RUG - RUG Control
BBB - Zombies
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In a crisis, one needs to hoard his or her supplies. Therefore, there are bonuses abound for the ones who hoard their possessions. In a time of need, heroes rise up and show grace under pressure. However, one can't have heroes without the villains to oppose them. There will be plenty in Xerphan. One will include Gork, the mage that started the whole thing, and Zirdja, a young elf who only has memories of what the world was like before then. Since the world is changing, there needs to be something to express that. So, there will be quite a few World Enchantments in Xerphan. Also, there will be religion versus secularization in Xerphan.
Xerphan Drought - :4mana::symr::symr:
World Enchantment (R)
At the beginning of each player's upkeep, Xerphan Drought deals 1 damage to that player and destroys a land that player controls, chosen at random.
Whenever a land comes into play, Xerphan Drought deals 2 damage to that land's controller.
Sacrificial Prey - :1mana::symw:
Creature -- Spiritual Lamb (C)
Sacrifice Sacrificial Prey: You gain 3 life.
The only things not clandestine about the sacrifices is the smell and the smoke.
2/2
Secularize - :1mana::symu::symw:
Instant (U)
Choose one - Counter target Spiritual spell; or remove target Spiritual from the game.
"This can't do at all!" - Birt, Judge of Jarta
Zirdja, Hope of Verdana - :2mana::symg::symg:
Legendary Creature -- Elf Shaman (R)
When Zirdja, Hope of Verdana comes into play, search your library for a land card and put it into play tapped. Shuffle your library afterwards.
Stockpile 6 - At the beginning of your upkeep, put a 4/4 green Elemental token with "When Elemental comes into play, search your library for a land card and put it into play tapped. Shuffle your library afterwards." into play. (As long as you have 6 or more cards in your hand, Zirdja has this effect.)
2/2
Gork, Drought-Starter - :2mana::symr:
Legendary Creature -- Human Wizard Rogue
:3mana::symr::symr:, :symtap:, sacrifice Gork, Drought-Starter: Destroy all lands. They cannot be regenerated.
He won't stop until he gets what he wants. The Order of the Dragon Scale is his greatest tool.
2/2
... I hope I can get the assignment done in time...
Wolfwood Sama on MTGO (Westane for PureMTGO community events)
UR - Burning Vengeance
BG - The Rock
RUG - RUG Control
BBB - Zombies
Wolfwood Sama on MTGO (Westane for PureMTGO community events)
UR - Burning Vengeance
BG - The Rock
RUG - RUG Control
BBB - Zombies
Wolfwood Sama on MTGO (Westane for PureMTGO community events)
UR - Burning Vengeance
BG - The Rock
RUG - RUG Control
BBB - Zombies
06 - against Vermilious, judged by SorryGuy
The Eternia block
- Eternia's Origins - Eternia's Despair - Eternia's Fate -
Setting/storyline:
The block is set on a small plane, Eternia, created by a child planeswalker by the name of Rozetta. It is as close as what 'wonderland' could be - Candy grows on trees, the sky is perpetually sunny, and people never grow old. Food is abundant, and the people are always happy. The geography of Eternia is simple - In the middle of the Runia Sea is the mainland. The west half of the mainland is the Cerika Forest, home of the elves; to the north the Veluna Mountains, home of dwarves and goblins; and at the center the Fertile Meadows, home of the humans.
Since the plane was young and everyone supposedly immortal, there was no concept of 'death' on Eternia. Until some of the first elves never woke up from their sleep and ceased to breathe. Death has finally found Eternia.
The people of Eternia looked to Rozetta for answers, but Rozetta was also too young to provide them a satisfying answer. Eventually a group of people lost faith in Rozetta and set off to seek the truth. They worshipped Death, their imaginary god. They were banished to the corner islands of Numeria. Meanwhile, people over Eternia were still dying.
The second set, Eternia's Despair, deals with the conflicts between the Numerians and the rest of Eternia while Rozetta travels to other planes to search for an answer; and the third set, Eternia's Fate, sees Rozetta returning to a ravaged wonderland. Will the Eternians be prepared for what Rozetta has to give?
Set theme: Life.
Set mechanics:
This is a set where there are no major keyword mechanics, but some minor ones:
Safekeep [number] - [effect] (When this comes into play. You lose [number] life. If you would lose the game by having 0 or less life, instead remove ~ from the game, gain [number] life and [effect].)
Numerian Avenger
3BB
Creature - Human Wizard
Safekeep 5 - All opponents sacrifice two creatures.
2/2
Worth [number X] - [number Y] (You may only play this spell if you have between [X] to [Y] life.)
Other cards with example (non-keyworded) mechanics:
Joyous Wanderer
3W
Creature - Human Rogue
3W, Return Joyous Wanderer to its owner's hand: You gain life equal to Joyous Wanderer's converted mana cost.
1/3
Torrent of Milk
4R
Sorcery
Destroy target land.
You gain 3 life.
('Life-trips', life gain/loss becomes an added effect on cards.)
Toy Castle
Artifact Land
T: Add 1 to your mana pool.
2WW, T: Put a 1/1 white Human Soldier creature token into play. If you have 20 or more life, put an additional 1/1 white Human Soldier creature token into play.
Level 2 Judge
Token and Playmat Store
Beyond the Guildpact
Storyline:
A young minotaur warrior is standing at Mount Pyros, just outside Trece, the Ashen Peaks' capitol. He had meaning to go there for a while now, but, between training and helping his mother and uncle, only now has he found the time. Something about Mount Pyros has been bugging him for a while; whenever he looked at the Colossus, the huge bronze statue of the Fire God, standing at the top of the Mount, he could sense something calling him. Seeing the ravaged state of his continent, he had long since stopped believing in gods as the world's creators. But now, standing at the feet of the Colossus, he could sense it even clearer... It was a voice, a deep, thundering voice, and it was speaking to him.
Everything then seemed to happen in a fraction of seconds. The voice introduced itself as the Fire God, and said that not only him, but all other gods, creators of this world, needed the young minotaur's help. The Fire God told him to wander the land in search of the most powerful demigods in the five countries of the continent, gather them, and head to Mount Philotheos, known as the ancient dwelling to gods. The young minotaur was confused; he knew demigods were powerful heroes, said to be the offspring of gods and mortals. He didn't even believe this definition was actually true, because he didn't believe in gods, so why should he be assigned this task? "Because you, Thatos, are the strongest of my sons", replied the voice, "and I, you father, need your help to save the gods from our prison, and thus save the world from the greatest of evils".
Thatos woke up sweating in his bed. Everything that had just happened seemed much too real, it couldn't have been a dream. Was he actually a demigod? He never knew his father... actually, he had learned to hate his father for leaving him and his mother behind. But the voice had said that the gods are trapped somehow, and the greatest of evils was threatening the world. What could be so powerful to hold gods captives? If the world was deprived from the gods' care, it could explain a lot... it could explain the endless wars; the infinite hostility between the five countries; it could explain the elders' claims of a past time where gods protected mortals... Even though he didn't want to believe any of this, something had awakened inside Thatos... he was feeling powerful, feeling a hidden force deep within him... it couldn't be true... or could it? It was time for him to have a revealing conversation with his mother and uncle.
Sample Cards:
Thatos, Son of Fire - 2RRR
Legendary Creature - Minotaur Warrior
Whenever a nonred creature comes into play, if you control four or more red creatures, Thatos, Son of Fire deals 2 damage to it.
R: Target creature gets +1/+0 until end of turn.
4/3
Marshal Konstantinos - 4W
Legendary Creature - Human Soldier
Militance 2 (Whenever this is dealt combat damage, put two +1/+1 counters on it.)
Amity - Creatures you control get +1/+1 and have first strike. (This card has amity as long as all nonland permanents you control share a color with it.)
2/3
Colossus of the Ashen Peaks - 6
Legendary Artifact - Wonder
You can't play nonred, nonartifact spells.
Whenever you play a red spell, Colossus of the Ashen Peaks deals 2 damage to target player.
The statue of the Fire God, always inspiring Trecean people in battle.
Aeopus, Kentros Liege - 2GG
Legendary Creature - Centaur Lord
Whenever you play a green spell, put a wisdom counter on Aeopus, Kentros Liege.
Amity - Remove four wisdom counters from Aeopus: Draw a card for each creature you control. (This card has amity as long as all nonland permanents you control share a color with it.)
4/4
Arionide, Medusa Queen - 3BB
Legendary Creature - Gorgon Lord
When Arionide, Medusa Queen comes into play, put a stone counter on each creature you don't control.
At the beginning of your upkeep, destroy target creature with one or more stone counters. Then, if your opponents control no creatures, return Arionide to its owner's hand.
2/3
*****
ricklongo and RicardoLongo on MTGO
*****
Visit my gaming blog: http://www.gamingsweetgaming.blogspot.com
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Check out Rick's Picks, my PureMTGO article series
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Yes, that's why you weren't on the list. I'll let you judge this round and next but so help me if you're not here again!
New judging:
AKARAT 01-02
Ikaros 03-04
SorryGuy 05-06
Wolfwood Sama on MTGO (Westane for PureMTGO community events)
UR - Burning Vengeance
BG - The Rock
RUG - RUG Control
BBB - Zombies
Welcome to the Vesasik…..a land where the worst monsters of your imagination become flesh and blood. Called Nightmare Country by its inhabitants, Vesasik is the result of a mad planeswalker’s failed experiments on the human psyche. The world created was one where it seemed peaceful by day, but every night the worst in people was exposed, creating a whole new group….the monsters, who can take many forms. Each monster is a person, who goes about their normal routines, tormented with the knowledge of how they act at night.
Now, times are troubled in the Vesasik. Until now, every night when the suns went down the landscape would freeze over, and people would show their darker sides. But recently, a few humans have failed to change, leaving them alone and defenseless in the world of ice and nightmares. Slowly, they begin to die, often killed by their own friends and family. It does not help anyone's consience that most of the unchanged, as they are called, are childern.
Tormented by what he had done to the rest of his family when he was a monster Samael, Martial of the Vesasik, set out to seek the truth. Three years have passed since he left, and things have gotten worse. More people are failing to change, and it is rare that a night goes by when someone doesn't die.Some people choose to wander off into the wilderness, to face the wild beasts instead of the horrors that they become.Life gets worse and worse......until Samael comes back into town.
Cards:
Sunscorched Plains
Land-Plains
Dual (At the beginning of your upkeep, flip this card)
-----
Moonscorched Swamp
Land-Swamp
Dual (At the beginning of your upkeep, flip this card)
Binding Shadows :2mana::symb:
Instant
Replicate-Nightmare (When you play this spell, you may sacrifice a Nightmare. If you do, copy this spell. You may choose new targets for the copy)
Destroy target creature. It can’t be regenerated
Lifecaster :2mana::symg:
Creature-Elf Wizard
Imagine-Black (Whenever Lifecaster attacks, you may destroy target black creature)
3/3
Shadowstriker :symb::symb:
Creature-Nightmare Beast
Duplicate-Nightmare(You may sacrifice a Nightmare during your upkeep. If you do, put a token into play that is a copy of this card)
Fear
1/1
Samael, Martial of Vesasik :1mana::symw::symw:
Legendary Creature-Human Warrior
Dual
Whenever a creature attacks, untap Samael, Martial of Vesasik
3/3
---
Image of Death
Legendary Creature-Nightmare
Image of Death is black
Trample, Dual
Imagine-Green, White, Blue, Red(Whenever Image of Death attacks, you may destroy any combination of a green creature, a white creature, a blue creature and a red creature)
7/7
Dementia
Renewal
High above Cabal City, is the lair of the Magistrate. It has been many years since he last heard of the Mirari, But none the less he drept of it every day. His age was becomming more and more a burden, and each day he heired more and more guards to search for it. He knew it was in this city. For he saw Braids here. "Pardon me Magistrate". The blood soaked chamber reveals a dark figure sitting alone beside a mirror. The Magistrate has changed with the death of Kuber. "What is it" He speaks quickly. "I am to report the sight of anything suspicious and well... Perhaps you should look outside". With this the guard quickly leaves the room. The Magistrate turns his head slightly to look outside of his tinted window. The entire city could be seen from here. He remembered looking out with Phage. Even a love bound magistrate however could not ignore what had happend. The city looked perfectly normal untill the eastern gates. Another barbairan attack had emerged and by the looks of it, they were winning. "Laquatus! Go!".
A new world has emerged out of the ruins of Otaria. Braids has been sighted in Cabal City and is believed to have the Mirari! Barbaian hordes are attacks on the city are becomming more numerous and the Magistrate is becomming more and more nervous. This brand new 350 card expansion will feature some returning mechanics as well as some amazing new ones. Old characters will return and new faces will be there to meet them.
Set Mechanics-
Blood Summon - As an addition cost to this spell, you must sacrifice the stated number of creatures.
Set Themes-
Sacrifice, Gain of Power.
Wolfwood Sama on MTGO (Westane for PureMTGO community events)
UR - Burning Vengeance
BG - The Rock
RUG - RUG Control
BBB - Zombies
Doh....Stupid MWS.
I'll update that when I get home....
It's black.
Chaos
Tucked away in a lonely part of the multiverse, lies a nameless plane. Enter a world where light and dark stand side by side in the capital city of Lenn, worshipping the common sky. A place where illusion and reality co-exist in a rainforest of enormous size. Legends speak of a powerful mage guild whose members studied an ancient magic, but who fell to their own wild, unbound spells. Survivors of the guild sealed away their magic deep underneath the earth, where no one would be able to reach it. Or so they thought... One day, the sky grows deep red and minions never before seen spill into the world. Calling themselves the Chaotic Legion, they tear at the world from all sides. Attacking everything in their sights, living or not. It's an invasion force. It's utter chaos. Almost immediately the people of Lenn mobilize to defend themselves, but their opponents are irrational in thought and unpredictable in action. Meanwhile in a small remote village, Jeyda, sole survivor of the ancient guild looks up to the sky and wonders what could be happening...
Lust
The Chaotic Legion force has fully entered this nameless world, which is only one of many they have attacked. Several days into the invasion, they sense the old buried magics deep beneath the world. They have a strong connection to it and feel that the magic is similar to their own. They lust for it. And so they begin seeking a means to unseal the power of the old guild. Meanwhile the rainforest has proven to be a resilent place with the treefolk and wild beasts holding their own. In the city of Lenn, Jeyda has arrived to learn more of the invasion and decides that something must be done...
Frenzy
In the finale, the Chaotic Legion has succeeded in unsealing the magic of Jeyda's ancestors. With the seal opened, Chaos magic rips through the skies, altering the world itself. It would seem as though there is nothing to stand in the way of the invaders. However, with the seal broken, Jeyda recieves the power of her ancestors. A power she uses to fight and to help her find a way to reseal all of the chaos including the invaders themselves. As the new guildmaster, she travels the world, teaching a select few the potent magic of the guild and assigning each of them to defend the cities. On one of her trips, she visits the deep rainforest and discovers a hidden grove sealed with Chaos magic. Using her powers to break it, she finds a tome detailing the sealing techniques used by her ancestors, but she'll need a lot luck to pull it off. Fortunately, luck is what her magic is all about.
Mechanics/Themes:
-Chaos
-Coin-flipping
-Randomization (At least for red, everyone else will have probably have counter-measures)
-Red being the odd-colour out
-Enemy pairings of :symb::symw:, :symu::symg:
-Luck (Whenever this becomes the target of a spell or ability, flip a coin. If you win, counter that spell or ability.)
-Catalyst (When this comes into play, the next spell you play this turn costs less to play.)
Sample Cards:
Jeyda, Chaos Guild Master :2mana::symr::symr: (Rare)
Legendary Creature- Human Wizard
Luck (Whenever this becomes the target of a spell or ability, flip a coin. If you win, counter that spell or ability.)
:symtap:: Choose a creature at random. Jeyda, Chaos Guild Master deals 4 that creature.
2/2
Lunar Knight :2mana::symw: (Common)
Creature- Human Knight
First Strike
:symb:: Target creature becomes black until end of turn.
2/2
Rainforest Sapling (Uncommon)
Creature- Treefolk
Catalyst (When this comes into play, the next spell you play this turn costs less to play.)
When Rainforest Sapling comes into play, search your library for a blue instant card with converted mana cost equal to 1, reveal that card, and put it into your hand. Then shuffle your library.
1/1
No Nonsense :2mana::symu: (Rare)
Instant
Until end of turn, if target player would win a coin flip, he or she loses that coin flip instead.
Lenn, Observatory Capital (Rare)
Legendary Land
:symtap:: Add to your mana pool one mana of any type that a permanent in play could produce.
Wolfwood Sama on MTGO (Westane for PureMTGO community events)
UR - Burning Vengeance
BG - The Rock
RUG - RUG Control
BBB - Zombies
S'siphitus - World of Mists
S'siphitus is a world enshrouded in mists, mists of a nature far beyond what outsiders would consider normal. They are constant, unending, yet capricious in nature; until recently, many scholars had debated whether or not the mists were actually alive. But now that question has been answered: the mists are indeed conscious entities, and they have proven to be most unwelcoming to the civilizations that have sprouted up on the face of their world in recent years. Yet some attest that civilization's intrusions alone cannot possibly be the reason for the sudden and violent animation of the mists; after all, humans had lived literally inside of these mysterious vapors for centuries. And there are odd stories disseminating from the forests of Tralka, concerning a certain young shaman with a surprisingly strong connection to the mists...
This block chronicles the struggle between surface-dwellers, the mists, and the nations below the seas. For when the air itself turns against you, where else is there to turn but where there is none? A green antagonist, watery saviors, and mechanics based on the interaction between light and wind, and darkness and obscurity, all in S'siphitus - World of Mists.
Emergence
This set creates the universe at the start of the conflict, when an elf shaman (one of the last of his kind) from the Tralkan woods named Gelka binds himself spiritually to the mists in an attempt to return the planet to its natural origins, and in the process wipe the taint of human civilization away forever. He both empowers and controls the ethereal vapors, creating creatures that are decidedly intangible, but make their presence felt nonetheless. Their ability in combat, or more precisely their lack of it, illustrates this more fully, as shown in the card Mist of Knowledge below.
Escape
This set marks a dramatic spike in Gelka's powers, attributed to his mastery of the magic of weaving shapeless mists into solid forms. Some mists actually have true substance (Walking Air below) in this set, though the magic is still new, which is both good and bad news for opposing mages. With just the right creatures in play, these solid mists can be dispersed without any extra interference by the player, but without those creatures you are sure to be facing down more than you can handle. Here's a hint: you can finally build that "bringer" tribal deck. The set name is Escape because these more powerful vapors are more than the humans can handle, and many are forced underwater to find shelter with the merfolk of the deep.
Effusion
This set ends the block with a bang, introducing more powerful and numerous Light Bringers...but at the same time more powerful mist creatures. The conflict ends, however, when civilizations of all types and creeds band together into one army (can you say multicolor?) and march on Tralka Woods.
Fading - Back in this set, some Mist creatures have conditional clauses that basically let you keep your fading creature in play as long as you want...as long as the opponent doesn't have a Bringer in play.
Flash X - Whenever a creature with Flash comes into play, tap all other creatures with toughness less than X, then deal X damage to target creature tapped this way.
Pseudo-combat - Not a keyworded ability, some Mists will be able to engage in combat without actually declaring an attack. See an attatched sample card for details.
Sample Cards/Pics (I'm still not used to Magic Set Editor....first time I've ever done anything like this....):
Gelka's Staff -
Legendary Equipment (R)
Equip -
Equipped creature is a Shaman is addition to its other creature types.
Equipped creature has ":symtap: Sacrifice an artifact: Target land or enchantment becomes a 4/4 Mist creature. This effect does not end at end of turn."
All Shamans gain protection from Mists.
When Gelka's Staff leaves play, destroy all Mists.
Talnevah, Grotto of Insight
Legendary Land (R)
:Add to your mana pool.
:Return target creature you control damaged by a Mist this turn to its owner's hand.
Mist of Knowledge - :3mana::symu:
Creature - Mist (C)
Mists of Knowledge can't attack or block.
: Deal two damage to target player unless that player has Mists of Knowledge deal two damage to target creature he or she controls. Play this ability only during your combat phase.
Whenever Mists of Knowledge deals damage to a player, draw a card.
0/2
Walking Air - :1mana::symg::symg::symu:
Creature - Mist (R)
:symu::symu::symu:: Walking Air gains flying until end of turn.
Fading:1
At the beginning of your upkeep, unless an opponent controls a Bringer, put a fade counter on Walking Air.
6/6
Xu, Northern Light Bringer - :2mana::symw::symw::symw:
Legendary Creature - Bringer (R)
Flash 4
Protection from Mists
5/5
And images:
Wolfwood Sama on MTGO (Westane for PureMTGO community events)
UR - Burning Vengeance
BG - The Rock
RUG - RUG Control
BBB - Zombies
Maybe the time zone thing is off but no, I waited 12 hours after you said there where 12 hours left. And it is silly to wait anyway since all those who I am judgeing have already submitted and it is only four hours early. I honestly do not agree with you, what is the point in waiting? I hope it is that you do not want people to see how judging will be done in advance because they should be able to so they know what to model after. Regardless as I said all of my submissions where already in so it is pointless. I am trying to do it because I had time last night and only that time and I was unsure if I would be here tonight so I posted it when I knew it would be in time because you know god help you if I do not.....
Wolfwood Sama on MTGO (Westane for PureMTGO community events)
UR - Burning Vengeance
BG - The Rock
RUG - RUG Control
BBB - Zombies
Um, not to be rude, but I'm kinda confused on the math here.
Then again, I shouldn't be surprised at rounds based on half-point differences, seeing as that was the margin for me last round.
Wolfwood Sama on MTGO (Westane for PureMTGO community events)
UR - Burning Vengeance
BG - The Rock
RUG - RUG Control
BBB - Zombies
Yay for confusion. :biggrin3:
[edit]OH now I get it! Subtract one point from each of C,W,F, and B, not just subtract 4 points from RF. Ahhhh, okay then. gj Llan, see you next month. :grin2: