Hello everyone I am ValentineX or just Valentine for what is worth and I shall be your DM accross the worlds or planes know as The Triumvirate Planes. As your DM through this journey we shall go through challenges or trials with you as Planeswalker and with a familar (Pet) you shall start on one of the three planes from one of the many different factions and from there the world is your playing field just know that actions having consequences you just keep that in mind. If you would like amazing action thrilling and amazing enemies deep and rich bonds and ties to a well developed world then Crisis is for you if so read on.
The Triumvirate
The Triumvirate as a large set of three planes connected by large portal stones knows as Weji and are spread across the three three planes and connect to each other. The Triumvirate planes are at peace now but are threaten by a powerful planeswalker being named Licyinaua that has spoke and issued a threat to all living beings on each through a spell to destroy and remake the planes in its image and so far smaller and lesser beings has been seen terrorizing towns killing living organisms and recreating them in a new form that looks spiritual and ether with that are covered in deep and dark purple runes. As a Planeswalker, Licyinaua has specificly targeted all planeswalkers as proritity other all other beings to be destroyed and recreated in its image to be pawn. You can choose to side with Licyinaua or any of the numerous factions of your choice. Do you want to save the planes and uncover the mysterious truth or reason behind Licyinaua or side with it and remake the world or tend to your own needs and screw the world.
WGBGrejasiWGB
As the largest planes out of the three planes and is covered large and dense forest that are so dense that sunlight can not pierce its branches and leaves and is pitch black near the base of the trees and the dense black forests are connected by large and expansive patches of rich white grass and even large savanas. The races known to live hear are elves, moonfolk, gorgons, beasts, catfolk, humans, shades, ghosts, zombies, demons, snakes, insects, trolls, archons, angels and etc. Total Population is 150,000
RBUMorakaRBU
The smallest plane is covered in numerous large and floating islands that float above a large and deep and especially dangerous red sea. The Moraka islands are connect by large waterfalls or redish water that through thinking mysteriously teleport you to a different island to which there are over 5,000 but there are only above 20 main islands. The races known to live here are moonfolk, merefolk, dragons, humans, drakes, demons, ghosts shades, sea serpents, horrors, lizards, zombies, vishanio, archons, weirds, giants, crabs, mutants and etc. Total Population 450,000
WRUTurgoWRU
Turgo is the middle plane that is covered in beautiful large mountains covered in beautiful green grass and numerous various types of smaller life. Large lakes connect the various and numerous hills, valleys and moutains. The races known to live here are humans, moonfolk, elves, dryads, dragons, drakes, ghost sea serpents, lizards, centaurs, horrors, lizards, rhyno, beast smaller dinosausar vashino, gaints, peagus and angels. Total Population 250,000.
Character Creation
To have your character created, please copy and fill the following form as your first post. I will make your avatar and give you three different choices for your familiar, pick one and put it in your second post. All Players start off as one mana Planeswalkers along with four mana of your color and four colorless mana. Based on your profile and home plane I will give you a list of 5-10 factions to choose one or two or none but remember no more than two.
Name:
Race:
Personality: This is where I will base your abilities and color alignment from.
Good Traits:
Bad Traits: (and yes you must have bad traits at least one.)
Background: Be descriptive and realistic do not think you can be Bolos and have killed 1,000 people and drift on the fragments on time.)
Appearance:
Home Plane:
How to Play
To start playing Crisis I will post the setting or the current backdrop of your present state and you will post and literally do what ever it is you want to it this game is very freeform, you are a planeswalker lol.
As you journey and seek out your goals, you will encounter difficulties and challenges, often multiple times during a 'quest'. This is where the custom cards come in. Each encounter will have a numeric difficulty assigned to it. You will design one or more custom cards to address the challenge and I will grade each on a scale from 1 to 25 based on three sets of criteria: Flavor (10 point scale), Balance (10 point scale) and Polish (5 point scale). If the total score of your cards (+/- any modifiers) meets or exceeds the challenge difficulty, you succeed. If not, you fail. I'll be describing what exactly happens as we go.
Your life is broken up into non action events and action events. Non action events are basically any event that doesn't require a special action or spell to complete which is basically just standard play like walking around or running away. Action Events including encounters and special events that do not require mana to complete but hold serious weight in the story and also allow you to gain experience from these events. I will state whether or not you are in a non action event or not. As a Planeswalker you can only use one + or one - ability per event, and yes their can be events within events and yes + and - abilities permanently affect your loyalty counter and if you have 0 loyalty counters you will die. Planewalking costs 2 to perform and can allow you to planewalk anywhere you have already been before unless specified.
The Most Important Rule
Once your character is created, you are in charge of keeping track of and updating your own character's stats, abilities, inventory, quests and anything else worth keeping track of. Please include ALL of your character's basic information in EVERY POST you make in this thread. It might make sense to keep a sort of "log" or "journal," and/or to put all your character info for this game in a spoiler in your signature. Don't cheat and make yourself awesome or rich and hope I won't notice. I'll notice.
It's also helpful, if you can say what just happened to you, so I don't have to backtrack and check as much.
FAQ
None yet Pm me though for questions and I will gladly answer them.
Name: Nithrak
Race: Demon Nightmare
Personality: Sly and manipulative, Nithrak greatly enjoys psychological combat. He prefers the hunt (dredging through an adversary's fears and nightmares) to the victory. He uses strange, occult magics and mostly uses lesser demons to do his work for him. He serves and possibly worships a mysterious High Demon
Good Traits: Cunning and mastery of the Occult
Bad Traits: Sadism and physical weakness
Background: Nithrak was not born, but summoned in a botched ritual. Thus he is not an actual demon, but rather the summoners idea of one made out of pure dark magic and fear. Nithrak then used this to create a new disciple of magic based around sculpting quasi-real demonic entities from thought alone.
Appearance: like this but with dark brown skin
Home Plane: Moraka
Shuu E, The Immortal B
Planeswalker - Shuu E (M)
(+1) Target Creature gets a -1/-1 until end of turn.
(-4) Put a 3/3 Black Zombie Horse token on the battleifeld with Flying and Haste
(-11) ~ becomes a 6/6 Black Zombie warrior and gains deathtouch, lifelink and indestructible with " 1BB: Destroy target creature or land
1
Gold: 0
Inventory: N/A
Familiar choices
Special Ability: Whenever a creature you don't control enters an event that creature gets a -1/0 until your next post.
Special Flaw: You can not flee or Planewalk in a action event.
Mana: 4BBBB
Familiar Choices
Ashen Steed B
Creature - Zombie Horse (C)
Wither
1/2
Rotting Mare B
Creature - Zombie Horse (C)
Deathtouch
Sacrifice a creature: Return ~ from the graveyard to the battlefield.
1/1
Cursed PegasusB
Creature - Zombie Horse (C)
Flying
When ~ attacks target creature you don't control loses flying.
1/1
Faction Choices
Morakan Necromancer's: A very small factions with powerful connections in the underworld. You start off as a Med ranking warrior in their ranks on the undead. You are supposed to go to cemetery to drive up some bodies and deliver them to a person address in a note your boss have given you.
Bonus: +1 mod for spells that contain zombies or target the dead and People in the underworld fear you and gives you a small amount of leverage over them.
Con: -1 mod for white spells
Marauders of the Isles: Five warriors of legend that have arisen from their graves by powerful necromancers to spread destruction across the land. You start off as one of the five warriors of legend. Arriving on a small island alone searching for a rare gem.
Bonus: +2 loyalty counter and BBB added to your starting mana pool, +3 in intimidation events. People fear you
Con: -3 mod for nonblack spells and a -5 mod in diplomacy events
Merchant Lords of Moraka: Are the most powerful people economically in Moraka and have leverage in nearly all parts of Moraka you are their muscle in the numerous islands of Moraka. You start off going to a small house to retrieve a debt owed to The Merchant Lords without any death.
Bonus: Add 100 gold to your starting gold and you get 3 mana and ten gold when you enter a large city on Moraka.
Cons: N/A.
Nithrak, The Endless Nightmare (U/B)
Planeswalker - Nithrak (M)
(+1) Target Player draws a card then reveals their hand then discards a nonland card from their hand.
(-3) Put a 2/2 Black and Blue Demon Specter with Flying on the battlefield.
(-10) Target Opponent draws 20 cards, until your next upkeep whenever an opponent discards a card that player loses 1 life.
Gold: 0
Inventory: N/A
Special Ability: Whenever an opponent loses life you get a +0.25 mod to all spells for the remainder of that event.
Special Flaw: Whenever you become or cast a creature spell you get a -1 mod to all spells for the remainder of that event.
Mana: 4(U/B)(U/B)(U/B)
Familiar Choices
Ritual Imp B
Creature - Demon - (C)
Whenever you cast a creature spell add 1 to your mana pool.
0/1
Wandering Gheist U
Creature - Spirit - (C)
Whenever ~ attacks the defending player puts the top 2 cards of their library into their graveyard.
0/1
Shadewisp B
Creature - Demon Spirit (C)
Sacrifice: ~ add BB to your mana pool.
1/1
Faction Choices
Merchant Lords of Moraka: Are the most powerful people economically in Moraka and have leverage in nearly all parts of Moraka they call for your services to steal the secrets out of a rivals mind while he is sleeping you are a few minutes from his house.
Bonus: Add 100 gold to your starting gold and you get 3 mana and ten gold when you enter a large city on Moraka.
Cons: N/A.
Occult of the Old One: This is the cult to worship and restore back to life The Old one, a powerful demon that has been dead for over 10,000 years to reign of Moraka once again. You are on a mission to retrieve an artifact from a small island that you planewalked to, you are a few minutes from the cave to which the artifact is located.
Bonus: Add BB to your mana, +1.25 mod for all black spells over the converted mana cost of 4, +1 on all events that require intimidation.
Cons: You can not cast white spells or spells that gain life, -0.5 mod for nonblack spells.
Council of the Lost: This is the council for lost spirits, that have been around for thousands of years restoring lost souls. You are on a mission to return a soul of a woman to her grave of her now dead son to give her peace.
Bonus: +1 for spells that mill, draw or discard cards.
Con: Non spirit creature spells cost 2 more.
Private Mod Note
():
Rollback Post to RevisionRollBack
Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
1/1
Name: Tukks Race: Troll Shaman Personality: Since he has weak regeneration abilities and is a slight runt, he learned how to make friends and talk to people, rather than beat them up. He loves to socialize with anyone who will listen, be it troll, elf, human or even beast. He can be thick headed and slow to realize things, and thinks that everyone is friendly, so long as they haven't hurt him or his friends yet. Good Traits: Friendly and charismatic (Or as charismatic as a troll can be). Bad Traits: Slow Witted and Clumsy Background: Born into a small troll tribe as the a shaman's son, things were easy for Tukks. Since shamans are part of the higher echelon of troll society, he got what he wanted without much work. This, combined with the fact that his regenerative powers were weakened due to one of his father's spell misfiring, means he is less battle inclined than other trolls. When his father died, he naturally became the new shaman. When he discovered his planewalking powers, he left his simple tribe and set out to find new people to meet and new things to do. Appearance: 6 feet tall, and 200 pounds. He is dark green, slightly hunched and adorned with necklaces and charms made up of small animal skulls and crude beads, which he wears all the time due to spiritual purposes. He has long tufts of black hair sprouting from his head, which he grows to neck length. He also has a long moustache and a massive underbite. Home Plane: Grejasi
Name: Unknown
Race: Shade
Personality: His personality and moods swing depending on what or who is the first personality that pops out. His most dominant personality is that of a polite individual. A bit reserved but otherwise outgoing. Generally a nice guy.
On the other hands, his other personalities range from who or what is in charge. On some times he can turn into a bit of a zealot, on the other hand he can become more of a raving lunatic or a savage beast before realizing what he just did, usually ending up in conversations with his other personalities.
Good Traits: Generally a nice person for the most part.
Bad Traits: Unstable personality. Comes off as insane for talking with himself.
Background: He was a mere street patroler of the local police force before being caught and experimented on by the local Necromancer guilds. His body separated from his soul, his soul stitched together with other creatures, one by one added on by the necromancers by some foul magics forming into a dark humanoid, yet ethereal shape. He would get to know his cohabitors of the said body he now used, an archon with much zeal and burning righteous fury, a dragon, a strange ethreal and enigmatic sphinx like creature, possibly harvested from another realm, a moonfolk, driven a bit mad for some reason or another and a host of others. Rallying them, together for the most part, he managed to break out of the lab and now wanders the streets for new purpose...and trying to keep his sanity a bit.
Appearance: Humanoid in shape, his face changes depending on who's in charge. (Ex. If it's the dragon that's in charge, his face turns into a dragon and he adopts some of it's mannerisms and grows claws on his hands, if it's the archon, his face turns into an ehtreal helm of sorts and he grows ehtreal gauntlets, etc.) Though generally, he looks much like the traditional wraith/ghost, hooded figure, ethereal body for the most part. Floating a bit off the ground.
Name:
Sidasha Race:
Angel Personality:
Inquisitive. Highly intelligent and quite fond of acquiring knowledge, even at the cost of many other things, as long as she has little repercussions on the self. She likes looking at the big picture, and every single detail in that picture. Though once the plan has set, she doesn't go back after any mistakes. In a sense, an angel in the Izzet. Good Traits:
Knowledgeable about many things. Never afraid to try. Quite selfless when it comes to things concerning her and close to her. Persevering. Still as sanctifying as most angels. Bad Traits:
Introverted, has a general dislike of company. Sidasha is highly impartial and cares little for whatever effects her experiments cause, if they have no importance to her work. Background:
Sidasha, unlike many in her warrior-centric clan of angelic beings, was more interested in the vast land which she lived in, as well as developing magics and playing with the vast array of power at the disposal of angels, which most restricted to sycophantic causes. She decided to live away from most of her people, though not far enough that' she'd miss holy services, as the angelic beliefs and such were still instilled in her. But she was apart from company for the most part, save for a few friends and family.
Free to do her experiments with few negativities, Sidasha seeks only knowledge for now, knowledge to do more things and the rest, she's sure it'll show up as she makes discoveries.
Appearance:
Rather tall as far as most angels go, she is as lithe as the rest of her kind and sports a mop of long black hair, tangled and flowing, appearances aren't to be kept unless it's services anyway. She has olive skin with soot from testing, and her wings are majorly black with blueish highlights near the edges. She also wears goggles to protect her eyes.
Update!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Next update will before at 10 am tomorrow and 7-8 pm later tomorrow so be ready.
Tukks, The Resourceful G
Planeswalker - Tukks (M)
(+1) Add one mana of any color to your mana pool.
(-3) Put a 2/2 Green Beast on the battlefield.
(-5) Add seven mana of any color combination to your mana pool.
1
Gold: 0
Inventory: N/A
Exp: 0/15
Special Ability: +6 in all diplomacy events and a +2 in all intimidation events
Special Flaw: -2.5 mod for all blue spells and for all spells that draw cards or counter spells.
Mana: 4GGGG
Familar choices
Young Horned Tusker G
Creature - Beast - (C)
When ~ attacks it gets a +1/+1 until until of turn.
1/1
Sleeping Ferret G
Creature - Beast - (C)
At the beginning of your upkeep ~ gets a +1/+1 counter.
Whenever ~ attacks or blocks at the beginning of the next end phase remove all +1/+1 counters from ~.
0/1
Faction Choices
Protectors of the Slyans: The are a very small group of powerful creatures that protect the great forests of Grejasi from various threats, You start off as a low ranking member sent on a mission to guard a large section of a forest. You are walking there, you are a few minutes away from entering the forest.
Bonus: Whenever you enter a forest or a area dominated by green you get an additional GG added to your mana pool and you get a 1/1 green saproling token with reach.
Cons: You get a -3.5 mod for red spells that cause damage and a -2.5 mod for spells that target plant related creatures.
The Hand of the Wilds: A very large group of creatures that wish to see cities crumble, and the destruction of the modern world. You start off as a leader of a small pack of bandits seeking to destroy a small villiage and sack it. You are a few minutes away.
Bonus: In action events red and green spells cost 2 less and you get a +2 in intimidation events
Cons: Blue and Black spells cost 2 more and you get a -3 in diplomacy events.
The Cleaners: A very very small group of creatures that want to prey on the weak and eat their fill of what ever they can get their hands on. You start off about to enter the mouth of a small cave to search for food and whatever treasure you can find.
Bonus: Creatures with a converted mana cost of 3 or less get a -1/-1 when you/ a creature you control targets or you cast a spell that targets that creature until your next post.
Con: N/A
The Unqiue, Lord Unknown (U/B)
Planeswalker - Unknown (M)
(+1) ~ becomes a 1/1 Legendary Black, Red and Blue Shade with Flying until the end of the turn.
(-4) ~ becomes a 3/3 Legendary Black, Red and Blue Dragon Archon Shapeshifter gains Flying with "T Copy target spell in a graveyard." until the end of turn.
(-12) ~ becomes a 6/6 Legendary Black, Red and Blue Changling and gains Flying with "RUB Copy target spell or nonland permanent" in addition to its other types.
1
Gold: 0
Inventory: N/A
Exp: 0/15
Special Ability: You randomly get a +7 in doplimacy events.
Special Flaw: You may also randomly get a -14 in doplimacy and intimidate events.
Mana: 4(U/B)(U/B)(U/B)
Familar Choices
Cursed Wraith (U/B)
Creature - Spirit (C)
Whenever ~ is blocked the defending creature gets a -1/0 until end of turn.
1/1
Dusk Phantom B
Creature - Spirit (C)
Whenever ~ attacks target player loses 1 life.
0/1
Faction Choices
Council of the Lost: This is the council for lost spirits, that have been around for thousands of years restoring lost souls. You are now in a graveyard in the middle of a secluded forest searching a soul at unrest terrorizing people to give peace to.
Bonus: +1 for spells that mill, draw or discard cards.
Con: Non spirit creature spells cost 2 more.
Licyinaua Chosen:This is few number of Planewalkers that have chosen to serve Licyinaua. You are now on the road heading towards a large town to destroy with a large pack of Licyinaua's lesser beings.
Bonus: Add WRUGB to your mana pool and you get a +2 loyalty counters. Once per every two action events you may summon a 2/1 colorless lesser being token to the battlefield.
Con: you get a -3 mod for colored spells and colored spells cost 1 more to cast.
Lords of the Enternal: This is a small council of creatures that have dead before and have returned to life to serve as lords over the undead. You start off as a lower ranking member and have been sent to being in a spirit that has been killing creatures in a number of towns for the Lords to judge.
Bonus: +2 Mod for spells that target undead creatures, +4 in intimidation events
Cons: -4 in Diplomacy events with living creatures and non spirit creature spells cost 1
Sidsasha, The Ever Knowing (U/R)
Planeswalker - Sidsasha (M)
(+1) Draw a card then discard a card.
(-5) Draw three cards, ~ deals 3 damage to target creature or player.
(-11) Each player reveals their hand, you may copy target instant or sorcery in any players hand or graveyard three times.
1
Gold: 1
Inventory: N/A
Exp: 0/15
Special Ability: Spells that make players reveal or draw cards get a +2.5 Mod.
Special Flaw: You get a -7 in all diplomacy events
Mana: 4(U/R)(U/R)(U/R)
Familar Choices
Sparkthought Faerie(U/R)
Creature - Faerie (C)
Flying
Whenever you discard two or more cards Scry 1.
1/1
Turgian Elemental (W/R)
Creature - Elemental (C)
Haste
When ~ enters the battlefield ~ gets a +2/-1 until end of turn
0/2
Daring Angelling W
Creature - Angel (C)
Flying T Prevent the next 1 damage dealt to you.
1/1
Academy of High Thought: This is a school for learning and increasing ones own intelligences to a higher plane of thought it is located in the main city on Turgo. You start off as a student in your final years of study as you are now flying off to your counterspell class now you are a few minutes away and a few minutes late.
Bonus: Blue, Red and Green instant or sorcery spells put a +1 mod in all action events.
Cons: -10 in intimidation events, creature spells cost 2 more mana.
Accending Heavens: This is the place where angels live and their group, it is located and built in a secluded small forest on top of a very large mountain with a large church like building that is 50 stories tall and pierces the clouds.
You are now on a mission to slay a small pack on zombies seen near a small village you are a few minutes away.
Bonus: +3 mod for white and red spells/
Con: You can not cast black spells.
The Intelligence Guild: This is a very large guild with powerful connection all across Turgo their goal is to gather intelligence for the Lord of Turgo to maintain to peace and rid the world of Licyinaua. You start off flying through the starry night sky above the beautiful mountains of Turgo looking for lesser being pop ups so you can destroy them.
Bonus: +7 in diplomacy and +4 in intimidation event and a average amount of leaverage in major cities in Turgo.
Cons: You can not side with Licyinaua and you can not be connected with the underworld in anyway.
Licyinaua Chosen:This is few number of Planewalkers that have chosen to serve Licyinaua. You start off in a magical pocket of space created by Licyinaua to talk to his chosen ones. You have not heard it speak yet.
Bonus: Add WRUGB to your mana pool and you get a +2 loyalty counters. Once per every two action events you may summon a 2/1 colorless lesser being token to the battlefield.
Con: you get a -3 mod for colored spells and colored spells cost 1 more to cast.
Shuu Es(sorry about the name and forgeting the Exp: 0/15 :P)
Ask you trek across the beautiful island you gain (U/G). But as you search you come across a small and dark cave that deep inside the cave and you see a small flashing light. How do you proceed?
Tukks, after arriving at the forest, realizes he is tired and takes a nap in a nearby tree. (I am going to miss the first update, so Tukks sleeps through it)
Tukks, The Resourceful G
Planeswalker - Tukks (M)
(+1) Add one mana of any color to your mana pool.
(-3) Put a 2/2 Green Beast on the battlefield.
(-5) Add seven mana of any color combination to your mana pool.
1
Gold: 0
Inventory: N/A
Exp: 0/15
Special Ability: +6 in all diplomacy events and a +2 in all intimidation events
Special Flaw: -2.5 mod for all blue spells and for all spells that draw cards or counter spells.
Mana: 4GGGG
Familar:
Young Horned Tusker G
Creature - Beast - (C)
When ~ attacks it gets a +1/+1 until until of turn.
1/1
Faction:
Protectors of the Slyans: The are a very small group of powerful creatures that protect the great forests of Grejasi from various threats, You start off as a low ranking member sent on a mission to guard a large section of a forest. You are walking there, you are a few minutes away from entering the forest.
Bonus: Whenever you enter a forest or a area dominated by green you get an additional GG added to your mana pool and you get a 1/1 green saproling token with reach.
Cons: You get a -3.5 mod for red spells that cause damage and a -2.5 mod for spells that target plant related creatures.
"Late. Late. Late. Late. LATE!" Sidasha frowned and mumbled to herself as she sped through the academy halls, the one gold within her pouch not enough to pay for interscholastic warp travel. To top it off, she was late for a test, her academics would not stand for this, nor would she.
The angel pulls her goggles over her eyes as she brushes past low hanging topiary, cursing lightly at her late hours the night before on her personal projects.
Sidsasha, The Ever Knowing
Planeswalker - Sidsasha (M)
(+1) Draw a card then discard a card.
(-5) Draw three cards, ~ deals 3 damage to target creature or player.
(-11) Each player reveals their hand, you may copy target instant or sorcery in any players hand or graveyard three times.
1
Gold: 1
Inventory: N/A
Exp: 0/15
Special Ability: Spells that make players reveal or draw cards get a +2.5 Mod.
Special Flaw: You get a -7 in all diplomacy events
Mana: 4:symur::symur::symur:
Familiar:
Turgian Elemental
Creature - Elemental (C)
Haste
When ~ enters the battlefield ~ gets a +2/-1 until end of turn
0/2
Faction:
Academy of High Thought: This is a school for learning and increasing ones own intelligences to a higher plane of thought it is located in the main city on Turgo. You start off as a student in your final years of study as you are now flying off to your counterspell class now you are a few minutes away and a few minutes late.
Bonus: Blue, Red and Green instant or sorcery spells put a +1 mod in all action events.
Cons: -10 in intimidation events, creature spells cost 2more mana.
If am free for the next 2 hours so if you post I will just update with this post
Tukks
As you enter the forest you gain an additional GG to your mana pool and a green 1/1 saproling rises up from the ground and crawls behind you as you walk you notice before you go to sleep that the it is extremely dark at the floor of the forest to the point where only very small rays of light pierce through the canopy above and reach the floor. But as you fall a asleep in this mysterious, dark and cold forest a very large Hydra smells you and your pet boar and sees you as food.
ACTION EVENT
As you are asleeping you are being attacked by.
Grejasian Hydra X(W/B)GG
Creature - Hydra (R)
Lifelink Trample
Whenever ~ deals combat damage to a creature and that creature dies this turn put X number of +1/+1 counters on ~ where X equals that creatures power and toughness combined.
X/X
It is a 4/4 now and you are asleep so if you wake up now and cast a spell you get a -2 mod for all spells for this event.
Sidsasha
As reach the Academy Of Higher Thought you realize it is on the 15th Floor so you fly up to the 15th Floor and your teacher an old human wizard thats bald and has no teeth. opens up the window and casts a spell as you enter through the window.
He Shouts "Show me your potential!!!!!"
You are caught off guard by this you get a -1 mod for all spells for the remainder of this event.
ACTION EVENT
Cruel Burst RUB
Instant - (U)
~ deals 3 damage to target creature or player, the defending creature controller or that player must sacrifice a permanent or discard a nonland card from their hand. "I will show you the power that you can not hope to match." Nelian, Academy Wizard.
Tukks, who was woken up by the sounds of his familiar squealing and freaking out, sees that all this hydra probably just is hungry and does not want to harm an inhabitant of the forest, so he sends his saproling to feed it. That will probably distract it so he make a getaway and explore this forest a bit more.
Tukks, The Resourceful
Planeswalker - Tukks (M)
(+1) Add one mana of any color to your mana pool.
(-3) Put a 2/2 Green Beast on the battlefield.
(-5) Add seven mana of any color combination to your mana pool.
1
Gold: 0
Inventory: N/A
Exp: 0/15
Special Ability: +6 in all diplomacy events and a +2 in all intimidation events
Special Flaw: -2.5 mod for all blue spells and for all spells that draw cards or counter spells.
Mana:4GGGGGG
Familar:
Young Horned Tusker G
Creature - Beast - (C)
When ~ attacks it gets a +1/+1 until until of turn.
1/1
Faction:
Protectors of the Slyans: The are a very small group of powerful creatures that protect the great forests of Grejasi from various threats, You start off as a low ranking member sent on a mission to guard a large section of a forest. You are walking there, you are a few minutes away from entering the forest.
Bonus: Whenever you enter a forest or a area dominated by green you get an additional GG added to your mana pool and you get a 1/1 green saproling token with reach.
Cons: You get a -3.5 mod for red spells that cause damage and a -2.5 mod for spells that target plant related creatures.
The Unqiue, Lord Unknown
Planeswalker - Unknown (M)
(+1) ~ becomes a 1/1 Legendary Black, Red and Blue Shade with Flying until the end of the turn.
(-4) ~ becomes a 3/3 Legendary Black, Red and Blue Dragon Archon Shapeshifter gains Flying with " Copy target spell in a graveyard." until the end of turn.
(-12) ~ becomes a 6/6 Legendary Black, Red and Blue Changling and gains Flying with ":symr::symu::symb: Copy target spell or nonland permanent" in addition to its other types.
1
Gold: 0
Inventory: N/A
Exp: 0/15
Special Ability: You randomly get a +7 in doplimacy events.
Special Flaw: You may also randomly get a -14 in doplimacy and intimidate events.
Mana: :4mana::symbu::symbu::symbu:
Council of the Lost: This is the council for lost spirits, that have been around for thousands of years restoring lost souls. You are now in a graveyard in the middle of a secluded forest searching a soul at unrest terrorizing people to give peace to.
Bonus: +1 for spells that mill, draw or discard cards.
Con: Non spirit creature spells cost more.
The shade wanders about the forest. All seems quiet for the most part, wandering about the woods. Inside his head, he was in conversation with an elven ranger that he had been spliced with ages ago. "To the left...keep quiet.... Track it down with it's scent...." the shade keeps itself quiet, hiding in a thick cluster of trees. Mumbling to himself if following the sensibilities of a long dead elven ranger was a good idea. Too many personalities to keep track for the most part.
Diplomacy Sub-Event: Appeasing a Hydra: Skill Level 20
Effort: You tried to appease a hydra with a plant to eat: 3/10
Tact: You tried to feed a hydra with a plant: 3/10
Appropriate: Trying to feed the hydra is smart so I see where you are coming from with that 7/10
13/30 +6 = 19/30, No experienced gained
The Hydra grows even bigger to a 6/6 after eating the saproling and still comes after you with a hungry look on its face.
Unknown
As you wander across the beautiful forest you come across a very small and seclude lake with a beautiful sea nymph swimming peacefully in the small lake alone. You are flooded with UG mana as you approach the lake as you get closer you can feel the seer power of mana not coming from the lake but coming from the nymph.
She saids, "I see you shade come out or be destroyed." she speaks in a sing-songish tone that is scary and commanding at the same time. How do you proceed?
Private Mod Note
():
Rollback Post to RevisionRollBack
Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
1/1
"Oh dear, this is what I get for overdoing my own projects," Sidasha frowned, taking the moment to think up a decent enough countermagic on the spot, mana flowing from her palms, she reacted in time. Hopefully.
Scatter into MistsUU
Instant [U]
Counter target noncreature spell.
Draw a card. And thus the chaotic energy dissipated in vapors, leaving a fine refreshing mist in its wake.
Sidsasha, The Ever Knowing
Planeswalker - Sidsasha (M)
(+1) Draw a card then discard a card.
(-5) Draw three cards, ~ deals 3 damage to target creature or player.
(-11) Each player reveals their hand, you may copy target instant or sorcery in any players hand or graveyard three times.
1
Gold: 1
Inventory: N/A
Exp: 0/15
Special Ability: Spells that make players reveal or draw cards get a +2.5 Mod.
Special Flaw: You get a -7 in all diplomacy events
Mana: 4:symur::symur::symur:
Familiar:
Turgian Elemental
Creature - Elemental (C)
Haste
When ~ enters the battlefield ~ gets a +2/-1 until end of turn
0/2
Faction:
Academy of High Thought: This is a school for learning and increasing ones own intelligences to a higher plane of thought it is located in the main city on Turgo. You start off as a student in your final years of study as you are now flying off to your counterspell class now you are a few minutes away and a few minutes late.
Bonus: Blue, Red and Green instant or sorcery spells put a +1 mod in all action events.
Cons: -10 in intimidation events, creature spells cost 2 more mana.
Private Mod Note
():
Rollback Post to RevisionRollBack
-Rukarumel, Field Journal
Thanks to mcchief111 for the avvy.
Decks:
Standard: RMinotaur MidrangeB
Modern: GSpider TribalB RArtifractureB
EDH:
MayaelWRG
Reaper KingWUBRG
Niv-MizzetUR
Alesha, Who Smiles At DeathWBR
Tukks, seeing that his "ingenious" plan did not work, starts to get a bit annoyed. "Big stupid Many Heads seem hungry!" He yells, "Alright den! Tukks is going ta feed ya!" He uses his +1 to add B to his mana pool and summons:
Squaking Long-Plume2GG
Creature - Bird
All creatures able to block Squaking Long-Plume do so.
0/4 It's bright feather's, combined with it's plump body, make it a large target in the dark forests of Grejasi.
and then this:
Fill with Pox GasGB
Instant
The next time target creature would be put into a graveyard, destroy all creature that dealt damage to it. After the bear bit into the stag's neck, a foul smelling, black gas pored from the bite marks. The bear growled in surprise, then fell over, dead. I promptly left. - My Time In Grejasi.
on his Squawking Long-Plume and sends it at the hydra.
Tukks, The Resourceful
Planeswalker - Tukks (M)
(+1) Add one mana of any color to your mana pool.
(-3) Put a 2/2 Green Beast on the battlefield.
(-5) Add seven mana of any color combination to your mana pool.
1
Gold: 0
Inventory: N/A
Exp: 0/15
Special Ability: +6 in all diplomacy events and a +2 in all intimidation events
Special Flaw: -2.5 mod for all blue spells and for all spells that draw cards or counter spells.
Mana: 2GGG
Familar:
Young Horned Tusker GG
Creature - Beast - (C)
When ~ attacks it gets a +1/+1 until until of turn.
1/1
Faction:
Protectors of the Slyans: The are a very small group of powerful creatures that protect the great forests of Grejasi from various threats, You start off as a low ranking member sent on a mission to guard a large section of a forest. You are walking there, you are a few minutes away from entering the forest.
Bonus: Whenever you enter a forest or a area dominated by green you get an additional GG added to your mana pool and you get a 1/1 green saproling token with reach.
Cons: You get a -3.5 mod for red spells that cause damage and a -2.5 mod for spells that target plant related creatures.
Name: Groctl, Thrower of Sharp Stuff
Race: Goblin Artificer
Personality: Slightly insane.
Good Traits: Resourcefulness.
Bad Traits: Stupidity. No I am not kidding.
Background: Groctl got his spark after almost dying in a garbage compressor. He has been wreaking havoc across the multiverse since then.
Appearance: Short Goblin wearing armor made from tin cans.
Home Plane: Turgo
The Unqiue, Lord Unknown
Planeswalker - Unknown (M)
(+1) ~ becomes a 1/1 Legendary Black, Red and Blue Shade with Flying until the end of the turn.
(-4) ~ becomes a 3/3 Legendary Black, Red and Blue Dragon Archon Shapeshifter gains Flying with " Copy target spell in a graveyard." until the end of turn.
(-12) ~ becomes a 6/6 Legendary Black, Red and Blue Changling and gains Flying with ":symr::symu::symb: Copy target spell or nonland permanent" in addition to its other types.
1
Gold: 0
Inventory: N/A
Exp: 0/15
Special Ability: You randomly get a +7 in doplimacy events.
Special Flaw: You may also randomly get a -14 in doplimacy and intimidate events.
Mana: :4mana::symbu::symbu::symbu:UG
Council of the Lost: This is the council for lost spirits, that have been around for thousands of years restoring lost souls. You are now in a graveyard in the middle of a secluded forest searching a soul at unrest terrorizing people to give peace to.
Bonus: +1 for spells that mill, draw or discard cards.
Con: Non spirit creature spells cost more.
The shade quietly steps out of his spot in the woods. He had no quarrel with the woman, but rather he had a different target. He tries to be as civil as possible, holding back the other consciousnessess clamoring in his mind. "Greetings mi-lady. I am simply passing by and in search of...a colleague of mine." he says to her while keeping his distance.
Name: Junwyn Chareed Race: Human Bear Druid Personality: Relaxed mostly. He likes to take his time and do things properly, very methodical and deliberate. What he decides to do though is almost always needs based. It is quite rare he would go out and try and do something truly strange. Passion in life is fighting and sparring, preferably not to the death but he isn't adverse to killing those who he sees he must. Good Traits: Driven. Always trying to grow stronger and test his strength against others. Loyal, will defend a friend even to a fault. Protective, what and who he sees as his he will put his life and safety on the line to preserve. Bad Traits: Aggressive, if he senses violence in others or percieves a slight against his or his own he will attack no matter how short-sighted it may be. Obstinate, once he makes a decision regarding something or someone it is rare he will change his mind. Background: Junwyn was born human in a small hovel in a rather large meadow admist a black forest. His life was that of a farmer, simple agrarian living. What he couldn't grow or make he traded for with other people nearby. His change occurred when his daughter wandered into the forest, he went in as quickly as he could to save her but was ravaged in the process. He carried his daughter to safety and collapsed in a bloody heap. The magic of lycanthropy saved his life. Eventually he outlived his wife and his daughter grew up and became independent all while he barley seemed to age. So he decided to travel and see what he had been missing and fell in love with sport fighting. Home Plane: Grejasi Appearance:
Somtimes
Other times
Defending yourself : Skill level 16
Flavor: The flavor on this card is very easy to understand and a very good card I like it 8/10
Balance: The closes thing to match this card is bone to ash and that card blows in my opinion and this is pushing it though I feel like at 3 mana it is unplayable so. 8/10
Polish: 5/5 GREAT!!!
22/25 You get 3 exp and additional 1 experience point for countering the spell.
Action Event Over
As you counter the spell you are flooded with U as the old wizard smiles and claps his hands as he ushers you into the classroom. As you look around the classroom is huge and filled with numerous different races all studying and waiting patiently for the old wizard to restart the lesson. As you land the wizard speaks to you.
"You are late Sidasha now prepare yourself for a duel, you may only counter or change the target of my spells now lets begin shall we.
Action Event
You are facing off against.
Nelian, Academy Wizard 1RUB
Legendary Creature - Human Wizard (U)
Whenever you cast a multicolor instant or sorcery, ~ deals 1 damage target player or nonland permanent.
2/2
"Take this!!!!"
Fringeflare 1RR
Instant - (U)
~ deals 4 damage to target creature or player, you may have ~ deals 4 damage to you and copy this spell you may choose new targets for the copies. "This spell is for when you hate someone as much as you hate yourself."
He doesn't copy the spell but he targets your familar how do you proceed?(May I remind everyone that your familar levels up with you so just food for thought.)
Harmainen
Harmainen, The Elder (G/B)
Planeswalker - Harmainen (M)
(+1) Put a 0/1 Green and Black plant token on the battlefield.
(-5) Destroy target nonland permanent and all permanents with the same name as target permanent.
(-11) Target Land becomes a 13/13 Green and Black Treefolk with Trample, Lifelink and Haste aand gains "All creatures must block this creature."
Gold: 0
Inventory: N/A
Exp: 0/15
Special Ability: +2 Mod for all spells.
Special Flaw -20 for all non action events.
Grejasian Asp (G/B)
Creature - Snake (C)
Deathtouch
1/2
Druids Pet Wurm G
Creature - Wurm (C)
Trample
2/1
Faction Choices:
Protectors of the Slyans: The are a very small group of powerful creatures that protect the great forests of Grejasi from various threats. You start off as a wandering guardian searching for a wurm gone mad and eating trees in a large Grejasian forest.
Bonus: Whenever you enter a forest or a area dominated by green you get an additional added to your mana pool and you get a 1/1 green saproling token with reach.
Cons: You get a -3.5 mod for red spells that cause damage and a -2.5 mod for spells that target plant related creatures.
Licyinaua Chosen:This is few number of Planewalkers that have chosen to serve Licyinaua. You are now on the road heading towards a small cropping of trees looking for a small pack of elves worshipping Licyinaua.
Bonus: Add to your mana pool and you get a +2 loyalty counters. Once per every two action events you may summon a 2/1 colorless lesser being token to the battlefield.
Con: you get a -3 mod for colored spells and colored spells cost more to cast.
Druids Guild: The Driuds guild are a large pack of forest champions that protect the forests and are feared by many people on Grejasi. You start heading up stair in the Druids guild house near a dense large Grejasian forest waiting to talk to the head of the guild.
Bonus: +2 Mod for Green creature spells and whenever you enter a forest add one mana of any color to your mana pool.
Cons: You can not kill unnessacarily and you can not kill creatures weaker than you.
Unknown
The nymph chuckles in her sing song voice before speaking as you show yourself and then speaks. 'I know the one you are looking for that has been terrorizing the lving and my nymphs you are lucky I did not devour his essence and that of your whole guilds as well. If you probably don't know who I am little shade I am Minveria, Queen of the Grejasian Nymphs and I will will show you where he is located.' When she stops speaking she steps out of the lake and water surrounds her body like clothing as she floats up to your head and touches your head and you are instantly aware of your guilds member location and you are also flood with UU mana. You realize that he is a few miles through the forest about to kill an elf, How do you proceed?
Shuu Es
As you enter the cave you can not see but a few feet from your face. How do you proceed?
Tukks
Put your character sheet in your post
ACTION EVENT: DEFEAT A MIGHTY HYDRA 40/60
Long Plume.
Flavor: I love it very funny and easy to understand 10/10
Balance: Prized Unicorn says this is a little on the weak side since that card isn't great. 6/10
Polish: 5/5 YYYYYOOOOOOUUUURRRR GGGRRREEEAAATTT!!
21/25 2 Exp gained
Fill with Pox Gas
Flavor: Funny and bit confusing at first but good 7/10
Balance: Its fake deathtouch that can be used after combat nice 8/10
Polish: 4/5 "Filled with Pox Gas."
19/25 1 Exp gained
19+21 = 40/60 Success 3 Exp gained
You take out the mighty hydra and the hydra radiates 1G in your direction but when it dies one of the heads seperates and tries to attack you.
Hydra Head GG
Creature - Hydra (U)
Deathtouch
2/1
Groctl, Thrower of Sharp Stuff
Groctl, The Mad Tosser R
(+1) ~ deals 1 damage to target creature or player and deals 1 damage to target creature you control or you.
(+5) Deals 3 damage to target player that must sacrifice a nonflying creature.
(-9) ~ becomes a 3/3 Red and Blue Gold Warrior Artifcer with "RUSearch your library for a artifact and put it on the battlefield tapped." in addition to its other types.
Gold: 0
Inventory: N/A
Exp: 0/15
Special Ability: Equipment Spells get a +6 Mod
Special Flaw: You get a -15 in diplomacy events and blue spells get a -2 Mod.
Mana: 4RRRR
Familar Choices:
Goblin Striker R
Creature - Goblin (C)
First Strike
1/1
Licyinaua Chosen:This is few number of Planewalkers that have chosen to serve Licyinaua. You start off in a magical pocket of space created by Licyinaua to talk to his chosen ones. You have not heard it speak yet.
Bonus: Add WRUGB to your mana pool and you get a +2 loyalty counters. Once per every two action events you may summon a 2/1 colorless lesser being token to the battlefield.
Con: you get a -3 mod for colored spells and colored spells cost 1 more to cast.
Goblin Pack: You lead a small pack of three goblins and a lame horse across Turgo wreaking Havoc. You start off in a small city on Turgo with your pack you are just now entering the city:
Bonus: Red Spells cost 1 less are you start off with two 1/1 red goblin tokens and a 0/2 White and Red Horse with defender.
Cons: You cant join other factions and non red spells get a -4 Mod and cost 1 more.
Artifcers Guild: This is the guild for people that want to have the best of everything and improve everything. You start off as a low ranking member that is on the nightshift on guard duty.
Bonus:Artifact spells cost 1 less.
Con: Colored Spells cost 1 more.
Junwyn Chareed
Junwyn CHareed G
Planeswalker - Junwyn Chareed (M)
(+1) ~ becomes 2/2 Green bear in addition to its other types.
(-5) ~ becomes a 6/6 Green Mutant Bear addition to its other tpes, ~ fights another creature.
(-12) ~ Search your library for a creature card and reveal it and put it onto the battlefield, ~ becomes a copy of that creature in addition to its types and colors.
Gold: 0
Iventory: N/A
Exp: 0/15
Special Ability: Whenever you have an action event in a forest you may put a 2/2 Green Bear token on the battlefield.
Special Flaw: In certain action events you will get a -3 Mod.
Mana: 4GGGG
Familar Choices :
Grejasin Bear G
Creature - Bear (C)
2/2
Lost Changling G
Creature - CHangling (C)
0/1
Evolving Monkey G
Creature
Evolve
0/2
Factions Choices:
Druids Guild: The Driuds guild are a large pack of forest champions that protect the forests and are feared by many people on Grejasi. You start on a mission to save an elf from a large beast in the forest. You are a few minutes away.
Bonus: +2 Mod for Green creature spells and whenever you enter a forest add one mana of any color to your mana pool.
Cons: You can not kill unnessacarily and you can not kill creatures weaker than you.
Protectors of the Slyans: The are a very small group of powerful creatures that protect the great forests of Grejasi from various threats. You start off as a wandering guardian running from a Giant Hydra.
Bonus: Whenever you enter a forest or a area dominated by green you get an additional added to your mana pool and you get a 1/1 green saproling token with reach.
Cons: You get a -3.5 mod for red spells that cause damage and a -2.5 mod for spells that target plant related creatures.
Body Stealer: This is the guild for the various and unique shapeshifters across the land of Grejasi. You start off in a small town looking for a man indentity to steal so you can go into his bank and steal his money.
Bonus: You gain this ability, " 1GU ~ becomes a copy of target creature until end of turn.
Con: You have broken many law across the lands and sometimes officers and certain people will recongize you are attack on spot and a -1 Mod for Red spells
Private Mod Note
():
Rollback Post to RevisionRollBack
Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
1/1
The nymph chuckles in her sing song voice before speaking as you show yourself and then speaks. 'I know the one you are looking for that has been terrorizing the lving and my nymphs you are lucky I did not devour his essence and that of your whole guilds as well. If you probably don't know who I am little shade I am Minveria, Queen of the Grejasian Nymphs and I will will show you where he is located.' When she stops speaking she steps out of the lake and water surrounds her body like clothing as she floats up to your head and touches your head and you are instantly aware of your guilds member location and you are also flood with :symu::symu: mana. You realize that he is a few miles through the forest about to kill an elf, How do you proceed?
The shade snaps back into reality at the urgency of the matter. He quickly says a thank you to the nymph and quickly teleports/planeswalks to that area. Once arriving, the shade calls for it's attention. Ready to confront it.
[Spend UU to planeswalk to that area]
The Unqiue, Lord Unknown
Planeswalker - Unknown (M)
(+1) ~ becomes a 1/1 Legendary Black, Red and Blue Shade with Flying until the end of the turn.
(-4) ~ becomes a 3/3 Legendary Black, Red and Blue Dragon Archon Shapeshifter gains Flying with " Copy target spell in a graveyard." until the end of turn.
(-12) ~ becomes a 6/6 Legendary Black, Red and Blue Changling and gains Flying with ":symr::symu::symb: Copy target spell or nonland permanent" in addition to its other types.
1
Gold: 0
Inventory: N/A
Exp: 0/15
Special Ability: You randomly get a +7 in doplimacy events.
Special Flaw: You may also randomly get a -14 in doplimacy and intimidate events.
Mana: :4mana::symbu::symbu::symbu:
Council of the Lost: This is the council for lost spirits, that have been around for thousands of years restoring lost souls. You are now in a graveyard in the middle of a secluded forest searching a soul at unrest terrorizing people to give peace to.
Bonus: +1 for spells that mill, draw or discard cards.
Con: Non spirit creature spells cost more.
When you planewalk to the area you see a very large and deeply colored Human Ghost covered in a bright purple armor and a wielding a long sword. He heards and see you as you planewalk near him and stops right before killing elf and turns to face you. "Just wait for a bit little elf, I will deal with this dog first and then you next. I am Vexuian and this forest is mine and you have trespassed, I will consume your essense. Now, Die!!!!!!!"
Action Event
You are now facing off against.
Vexuian, Cleric of the Lost 2WGB
Legendary Creature - Spirit Cleric (R)
Flying Lifelink Deathtouch 1WGB Return target creature from a graveyard to the battlefield under your control.
3/3
He uses his ability and raises up a dead rhino and sends it your way and cast another spell.
Counter, counter, counter. Counter? While simply dissipating mana would do, it never hurt to have more gain for less, she shrugged, focusing to get this just right.
Repurpose MagicU
Instant [R]
Counter target spell. The controller of the spell countered this way then draws cards equal to the converted mana cost of that spell. "You'll never get use that again, but on the bright side, look at all the things you now know about baloths!"
Sidsasha, The Ever Knowing
Planeswalker - Sidsasha (M)
(+1) Draw a card then discard a card.
(-5) Draw three cards, ~ deals 3 damage to target creature or player.
(-11) Each player reveals their hand, you may copy target instant or sorcery in any players hand or graveyard three times.
1
Gold: 1
Inventory: N/A
Exp: 4/15
Special Ability: Spells that make players reveal or draw cards get a +2.5 Mod.
Special Flaw: You get a -7 in all diplomacy events
Mana: 4:symur:U
Familiar:
Turgian Elemental
Creature - Elemental (C)
Haste
When ~ enters the battlefield ~ gets a +2/-1 until end of turn
0/2
Faction:
Academy of High Thought: This is a school for learning and increasing ones own intelligences to a higher plane of thought it is located in the main city on Turgo. You start off as a student in your final years of study as you are now flying off to your counterspell class now you are a few minutes away and a few minutes late.
Bonus: Blue, Red and Green instant or sorcery spells put a +1 mod in all action events.
Cons: -10 in intimidation events, creature spells cost 2 more mana.
Wandering Gheist U
Creature - Spirit - (C)
Whenever ~ attacks the defending player puts the top 2 cards of their library into their graveyard.
0/1
Occult of the Old One: This is the cult to worship and restore back to life The Old one, a powerful demon that has been dead for over 10,000 years to reign of Moraka once again. You are on a mission to retrieve an artifact from a small island that you planewalked to, you are a few minutes from the cave to which the artifact is located.
Bonus: Add bb to your mana, +1.25 mod for all black spells over the converted mana cost of 4, +1 on all events that require intimidation.
Cons: You can not cast white spells or spells that gain life, -0.5 mod for nonblack spells.
Nithrak, The Endless Nightmare (U/B)
Planeswalker - Nithrak (M)
(+1) Target Player draws a card then reveals their hand then discards a nonland card from their hand.
(-3) Put a 2/2 Black and Blue Demon Specter with Flying on the battlefield.
(-10) Target Opponent draws 20 cards, until your next upkeep whenever an opponent discards a card that player loses 1 life.
Gold: 0
Inventory: N/A
Special Ability: Whenever an opponent loses life you get a +0.25 mod to all spells for the remainder of that event.
Special Flaw: Whenever you become or cast a creature spell you get a -1 mod to all spells for the remainder of that event.
Mana: 4UBUBUB
I cast a
Dark Theft 1B
Instant
Target player discards an artifact card.
WRUCrisis An MMORPCCG
Hello everyone I am ValentineX or just Valentine for what is worth and I shall be your DM accross the worlds or planes know as The Triumvirate Planes. As your DM through this journey we shall go through challenges or trials with you as Planeswalker and with a familar (Pet) you shall start on one of the three planes from one of the many different factions and from there the world is your playing field just know that actions having consequences you just keep that in mind. If you would like amazing action thrilling and amazing enemies deep and rich bonds and ties to a well developed world then Crisis is for you if so read on.
The Triumvirate as a large set of three planes connected by large portal stones knows as Weji and are spread across the three three planes and connect to each other. The Triumvirate planes are at peace now but are threaten by a powerful planeswalker being named Licyinaua that has spoke and issued a threat to all living beings on each through a spell to destroy and remake the planes in its image and so far smaller and lesser beings has been seen terrorizing towns killing living organisms and recreating them in a new form that looks spiritual and ether with that are covered in deep and dark purple runes. As a Planeswalker, Licyinaua has specificly targeted all planeswalkers as proritity other all other beings to be destroyed and recreated in its image to be pawn. You can choose to side with Licyinaua or any of the numerous factions of your choice. Do you want to save the planes and uncover the mysterious truth or reason behind Licyinaua or side with it and remake the world or tend to your own needs and screw the world.
As the largest planes out of the three planes and is covered large and dense forest that are so dense that sunlight can not pierce its branches and leaves and is pitch black near the base of the trees and the dense black forests are connected by large and expansive patches of rich white grass and even large savanas. The races known to live hear are elves, moonfolk, gorgons, beasts, catfolk, humans, shades, ghosts, zombies, demons, snakes, insects, trolls, archons, angels and etc. Total Population is 150,000
The smallest plane is covered in numerous large and floating islands that float above a large and deep and especially dangerous red sea. The Moraka islands are connect by large waterfalls or redish water that through thinking mysteriously teleport you to a different island to which there are over 5,000 but there are only above 20 main islands. The races known to live here are moonfolk, merefolk, dragons, humans, drakes, demons, ghosts shades, sea serpents, horrors, lizards, zombies, vishanio, archons, weirds, giants, crabs, mutants and etc. Total Population 450,000
Turgo is the middle plane that is covered in beautiful large mountains covered in beautiful green grass and numerous various types of smaller life. Large lakes connect the various and numerous hills, valleys and moutains. The races known to live here are humans, moonfolk, elves, dryads, dragons, drakes, ghost sea serpents, lizards, centaurs, horrors, lizards, rhyno, beast smaller dinosausar vashino, gaints, peagus and angels. Total Population 250,000.
To have your character created, please copy and fill the following form as your first post. I will make your avatar and give you three different choices for your familiar, pick one and put it in your second post. All Players start off as one mana Planeswalkers along with four mana of your color and four colorless mana. Based on your profile and home plane I will give you a list of 5-10 factions to choose one or two or none but remember no more than two.
Name:
Race:
Personality: This is where I will base your abilities and color alignment from.
Good Traits:
Bad Traits: (and yes you must have bad traits at least one.)
Background: Be descriptive and realistic do not think you can be Bolos and have killed 1,000 people and drift on the fragments on time.)
Appearance:
Home Plane:
To start playing Crisis I will post the setting or the current backdrop of your present state and you will post and literally do what ever it is you want to it this game is very freeform, you are a planeswalker lol.
As you journey and seek out your goals, you will encounter difficulties and challenges, often multiple times during a 'quest'. This is where the custom cards come in. Each encounter will have a numeric difficulty assigned to it. You will design one or more custom cards to address the challenge and I will grade each on a scale from 1 to 25 based on three sets of criteria: Flavor (10 point scale), Balance (10 point scale) and Polish (5 point scale). If the total score of your cards (+/- any modifiers) meets or exceeds the challenge difficulty, you succeed. If not, you fail. I'll be describing what exactly happens as we go.
Your life is broken up into non action events and action events. Non action events are basically any event that doesn't require a special action or spell to complete which is basically just standard play like walking around or running away. Action Events including encounters and special events that do not require mana to complete but hold serious weight in the story and also allow you to gain experience from these events. I will state whether or not you are in a non action event or not. As a Planeswalker you can only use one + or one - ability per event, and yes their can be events within events and yes + and - abilities permanently affect your loyalty counter and if you have 0 loyalty counters you will die. Planewalking costs 2 to perform and can allow you to planewalk anywhere you have already been before unless specified.
Once your character is created, you are in charge of keeping track of and updating your own character's stats, abilities, inventory, quests and anything else worth keeping track of. Please include ALL of your character's basic information in EVERY POST you make in this thread. It might make sense to keep a sort of "log" or "journal," and/or to put all your character info for this game in a spoiler in your signature. Don't cheat and make yourself awesome or rich and hope I won't notice. I'll notice.
It's also helpful, if you can say what just happened to you, so I don't have to backtrack and check as much.
None yet Pm me though for questions and I will gladly answer them.
Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
1/1
Gold: 0
Inventory: Clothes
Abilities:
Traits: Speed
Experience: 6/20
Mana: R
Odula Besa (U/B)
Creature - Vampire Artificer
T: Target artifact creature gets your choice of -1/-0 or +1/+0 until end of turn.
1/1
Gold: 41
Inventory: Adventurer's Clothes, Basic Artificer Toolkit, 3 pounds of Basic metal.
Abilities: N/A
Current Goals:
Experience: 1/20
Mana: 2(U/B)(U/B)
Race: Demon Nightmare
Personality: Sly and manipulative, Nithrak greatly enjoys psychological combat. He prefers the hunt (dredging through an adversary's fears and nightmares) to the victory. He uses strange, occult magics and mostly uses lesser demons to do his work for him. He serves and possibly worships a mysterious High Demon
Good Traits: Cunning and mastery of the Occult
Bad Traits: Sadism and physical weakness
Background: Nithrak was not born, but summoned in a botched ritual. Thus he is not an actual demon, but rather the summoners idea of one made out of pure dark magic and fear. Nithrak then used this to create a new disciple of magic based around sculpting quasi-real demonic entities from thought alone.
Appearance: like this but with dark brown skin
Home Plane: Moraka
Planeswalker - Shuu E (M)
(+1) Target Creature gets a -1/-1 until end of turn.
(-4) Put a 3/3 Black Zombie Horse token on the battleifeld with Flying and Haste
(-11) ~ becomes a 6/6 Black Zombie warrior and gains deathtouch, lifelink and indestructible with " 1BB: Destroy target creature or land
1
Gold: 0
Inventory: N/A
Familiar choices
Special Ability: Whenever a creature you don't control enters an event that creature gets a -1/0 until your next post.
Special Flaw: You can not flee or Planewalk in a action event.
Mana: 4BBBB
Familiar Choices
Ashen Steed B
Creature - Zombie Horse (C)
Wither
1/2
Rotting Mare B
Creature - Zombie Horse (C)
Deathtouch
Sacrifice a creature: Return ~ from the graveyard to the battlefield.
1/1
Cursed PegasusB
Creature - Zombie Horse (C)
Flying
When ~ attacks target creature you don't control loses flying.
1/1
Faction Choices
Morakan Necromancer's: A very small factions with powerful connections in the underworld. You start off as a Med ranking warrior in their ranks on the undead. You are supposed to go to cemetery to drive up some bodies and deliver them to a person address in a note your boss have given you.
Bonus: +1 mod for spells that contain zombies or target the dead and People in the underworld fear you and gives you a small amount of leverage over them.
Con: -1 mod for white spells
Marauders of the Isles: Five warriors of legend that have arisen from their graves by powerful necromancers to spread destruction across the land. You start off as one of the five warriors of legend. Arriving on a small island alone searching for a rare gem.
Bonus: +2 loyalty counter and BBB added to your starting mana pool, +3 in intimidation events. People fear you
Con: -3 mod for nonblack spells and a -5 mod in diplomacy events
Merchant Lords of Moraka: Are the most powerful people economically in Moraka and have leverage in nearly all parts of Moraka you are their muscle in the numerous islands of Moraka. You start off going to a small house to retrieve a debt owed to The Merchant Lords without any death.
Bonus: Add 100 gold to your starting gold and you get 3 mana and ten gold when you enter a large city on Moraka.
Cons: N/A.
Nithrak, The Endless Nightmare (U/B)
Planeswalker - Nithrak (M)
(+1) Target Player draws a card then reveals their hand then discards a nonland card from their hand.
(-3) Put a 2/2 Black and Blue Demon Specter with Flying on the battlefield.
(-10) Target Opponent draws 20 cards, until your next upkeep whenever an opponent discards a card that player loses 1 life.
Gold: 0
Inventory: N/A
Special Ability: Whenever an opponent loses life you get a +0.25 mod to all spells for the remainder of that event.
Special Flaw: Whenever you become or cast a creature spell you get a -1 mod to all spells for the remainder of that event.
Mana: 4(U/B)(U/B)(U/B)
Familiar Choices
Ritual Imp B
Creature - Demon - (C)
Whenever you cast a creature spell add 1 to your mana pool.
0/1
Wandering Gheist U
Creature - Spirit - (C)
Whenever ~ attacks the defending player puts the top 2 cards of their library into their graveyard.
0/1
Shadewisp B
Creature - Demon Spirit (C)
Sacrifice: ~ add BB to your mana pool.
1/1
Faction Choices
Merchant Lords of Moraka: Are the most powerful people economically in Moraka and have leverage in nearly all parts of Moraka they call for your services to steal the secrets out of a rivals mind while he is sleeping you are a few minutes from his house.
Bonus: Add 100 gold to your starting gold and you get 3 mana and ten gold when you enter a large city on Moraka.
Cons: N/A.
Occult of the Old One: This is the cult to worship and restore back to life The Old one, a powerful demon that has been dead for over 10,000 years to reign of Moraka once again. You are on a mission to retrieve an artifact from a small island that you planewalked to, you are a few minutes from the cave to which the artifact is located.
Bonus: Add BB to your mana, +1.25 mod for all black spells over the converted mana cost of 4, +1 on all events that require intimidation.
Cons: You can not cast white spells or spells that gain life, -0.5 mod for nonblack spells.
Council of the Lost: This is the council for lost spirits, that have been around for thousands of years restoring lost souls. You are on a mission to return a soul of a woman to her grave of her now dead son to give her peace.
Bonus: +1 for spells that mill, draw or discard cards.
Con: Non spirit creature spells cost 2 more.
Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
1/1
Gold: 0
Inventory: Clothes
Abilities:
Traits: Speed
Experience: 6/20
Mana: R
Odula Besa (U/B)
Creature - Vampire Artificer
T: Target artifact creature gets your choice of -1/-0 or +1/+0 until end of turn.
1/1
Gold: 41
Inventory: Adventurer's Clothes, Basic Artificer Toolkit, 3 pounds of Basic metal.
Abilities: N/A
Current Goals:
Experience: 1/20
Mana: 2(U/B)(U/B)
Race: Troll Shaman
Personality: Since he has weak regeneration abilities and is a slight runt, he learned how to make friends and talk to people, rather than beat them up. He loves to socialize with anyone who will listen, be it troll, elf, human or even beast. He can be thick headed and slow to realize things, and thinks that everyone is friendly, so long as they haven't hurt him or his friends yet.
Good Traits: Friendly and charismatic (Or as charismatic as a troll can be).
Bad Traits: Slow Witted and Clumsy
Background: Born into a small troll tribe as the a shaman's son, things were easy for Tukks. Since shamans are part of the higher echelon of troll society, he got what he wanted without much work. This, combined with the fact that his regenerative powers were weakened due to one of his father's spell misfiring, means he is less battle inclined than other trolls. When his father died, he naturally became the new shaman. When he discovered his planewalking powers, he left his simple tribe and set out to find new people to meet and new things to do.
Appearance: 6 feet tall, and 200 pounds. He is dark green, slightly hunched and adorned with necklaces and charms made up of small animal skulls and crude beads, which he wears all the time due to spiritual purposes. He has long tufts of black hair sprouting from his head, which he grows to neck length. He also has a long moustache and a massive underbite.
Home Plane: Grejasi
Race: Shade
Personality: His personality and moods swing depending on what or who is the first personality that pops out. His most dominant personality is that of a polite individual. A bit reserved but otherwise outgoing. Generally a nice guy.
On the other hands, his other personalities range from who or what is in charge. On some times he can turn into a bit of a zealot, on the other hand he can become more of a raving lunatic or a savage beast before realizing what he just did, usually ending up in conversations with his other personalities.
Good Traits: Generally a nice person for the most part.
Bad Traits: Unstable personality. Comes off as insane for talking with himself.
Background:
He was a mere street patroler of the local police force before being caught and experimented on by the local Necromancer guilds. His body separated from his soul, his soul stitched together with other creatures, one by one added on by the necromancers by some foul magics forming into a dark humanoid, yet ethereal shape. He would get to know his cohabitors of the said body he now used, an archon with much zeal and burning righteous fury, a dragon, a strange ethreal and enigmatic sphinx like creature, possibly harvested from another realm, a moonfolk, driven a bit mad for some reason or another and a host of others. Rallying them, together for the most part, he managed to break out of the lab and now wanders the streets for new purpose...and trying to keep his sanity a bit.
Appearance:
Humanoid in shape, his face changes depending on who's in charge. (Ex. If it's the dragon that's in charge, his face turns into a dragon and he adopts some of it's mannerisms and grows claws on his hands, if it's the archon, his face turns into an ehtreal helm of sorts and he grows ehtreal gauntlets, etc.) Though generally, he looks much like the traditional wraith/ghost, hooded figure, ethereal body for the most part. Floating a bit off the ground.
Home Plane: Grejasi
Sasky for the Sig.
I am in your [PACK]. Watching you... do... something.
Sidasha
Race:
Angel
Personality:
Inquisitive. Highly intelligent and quite fond of acquiring knowledge, even at the cost of many other things, as long as she has little repercussions on the self. She likes looking at the big picture, and every single detail in that picture. Though once the plan has set, she doesn't go back after any mistakes. In a sense, an angel in the Izzet.
Good Traits:
Knowledgeable about many things. Never afraid to try. Quite selfless when it comes to things concerning her and close to her. Persevering. Still as sanctifying as most angels.
Bad Traits:
Introverted, has a general dislike of company. Sidasha is highly impartial and cares little for whatever effects her experiments cause, if they have no importance to her work.
Background:
Sidasha, unlike many in her warrior-centric clan of angelic beings, was more interested in the vast land which she lived in, as well as developing magics and playing with the vast array of power at the disposal of angels, which most restricted to sycophantic causes. She decided to live away from most of her people, though not far enough that' she'd miss holy services, as the angelic beliefs and such were still instilled in her. But she was apart from company for the most part, save for a few friends and family.
Free to do her experiments with few negativities, Sidasha seeks only knowledge for now, knowledge to do more things and the rest, she's sure it'll show up as she makes discoveries.
Appearance:
Rather tall as far as most angels go, she is as lithe as the rest of her kind and sports a mop of long black hair, tangled and flowing, appearances aren't to be kept unless it's services anyway. She has olive skin with soot from testing, and her wings are majorly black with blueish highlights near the edges. She also wears goggles to protect her eyes.
Home Plane:
Turgo
Thanks to mcchief111 for the avvy.
Decks:
Standard:
RMinotaur MidrangeB
Modern:
GSpider TribalB
RArtifractureB
EDH:
MayaelWRG
Reaper KingWUBRG
Niv-MizzetUR
Alesha, Who Smiles At DeathWBR
Tukks, The Resourceful G
Planeswalker - Tukks (M)
(+1) Add one mana of any color to your mana pool.
(-3) Put a 2/2 Green Beast on the battlefield.
(-5) Add seven mana of any color combination to your mana pool.
1
Gold: 0
Inventory: N/A
Exp: 0/15
Special Ability: +6 in all diplomacy events and a +2 in all intimidation events
Special Flaw: -2.5 mod for all blue spells and for all spells that draw cards or counter spells.
Mana: 4GGGG
Familar choices
Grejasian Swinging TrapG
Creature - Plant - (C)
Reach Defender
1/3
Young Horned Tusker G
Creature - Beast - (C)
When ~ attacks it gets a +1/+1 until until of turn.
1/1
Sleeping Ferret G
Creature - Beast - (C)
At the beginning of your upkeep ~ gets a +1/+1 counter.
Whenever ~ attacks or blocks at the beginning of the next end phase remove all +1/+1 counters from ~.
0/1
Faction Choices
Protectors of the Slyans: The are a very small group of powerful creatures that protect the great forests of Grejasi from various threats, You start off as a low ranking member sent on a mission to guard a large section of a forest. You are walking there, you are a few minutes away from entering the forest.
Bonus: Whenever you enter a forest or a area dominated by green you get an additional GG added to your mana pool and you get a 1/1 green saproling token with reach.
Cons: You get a -3.5 mod for red spells that cause damage and a -2.5 mod for spells that target plant related creatures.
The Hand of the Wilds: A very large group of creatures that wish to see cities crumble, and the destruction of the modern world. You start off as a leader of a small pack of bandits seeking to destroy a small villiage and sack it. You are a few minutes away.
Bonus: In action events red and green spells cost 2 less and you get a +2 in intimidation events
Cons: Blue and Black spells cost 2 more and you get a -3 in diplomacy events.
The Cleaners: A very very small group of creatures that want to prey on the weak and eat their fill of what ever they can get their hands on. You start off about to enter the mouth of a small cave to search for food and whatever treasure you can find.
Bonus: Creatures with a converted mana cost of 3 or less get a -1/-1 when you/ a creature you control targets or you cast a spell that targets that creature until your next post.
Con: N/A
The Unqiue, Lord Unknown (U/B)
Planeswalker - Unknown (M)
(+1) ~ becomes a 1/1 Legendary Black, Red and Blue Shade with Flying until the end of the turn.
(-4) ~ becomes a 3/3 Legendary Black, Red and Blue Dragon Archon Shapeshifter gains Flying with "T Copy target spell in a graveyard." until the end of turn.
(-12) ~ becomes a 6/6 Legendary Black, Red and Blue Changling and gains Flying with "RUB Copy target spell or nonland permanent" in addition to its other types.
1
Gold: 0
Inventory: N/A
Exp: 0/15
Special Ability: You randomly get a +7 in doplimacy events.
Special Flaw: You may also randomly get a -14 in doplimacy and intimidate events.
Mana: 4(U/B)(U/B)(U/B)
Familar Choices
Cursed Wraith (U/B)
Creature - Spirit (C)
Whenever ~ is blocked the defending creature gets a -1/0 until end of turn.
1/1
Soulless Knight (W/B)
Creature - Spirit Zombie - (C)
Lifelink
1/2
Dusk Phantom B
Creature - Spirit (C)
Whenever ~ attacks target player loses 1 life.
0/1
Faction Choices
Council of the Lost: This is the council for lost spirits, that have been around for thousands of years restoring lost souls. You are now in a graveyard in the middle of a secluded forest searching a soul at unrest terrorizing people to give peace to.
Bonus: +1 for spells that mill, draw or discard cards.
Con: Non spirit creature spells cost 2 more.
Licyinaua Chosen:This is few number of Planewalkers that have chosen to serve Licyinaua. You are now on the road heading towards a large town to destroy with a large pack of Licyinaua's lesser beings.
Bonus: Add WRUGB to your mana pool and you get a +2 loyalty counters. Once per every two action events you may summon a 2/1 colorless lesser being token to the battlefield.
Con: you get a -3 mod for colored spells and colored spells cost 1 more to cast.
Lords of the Enternal: This is a small council of creatures that have dead before and have returned to life to serve as lords over the undead. You start off as a lower ranking member and have been sent to being in a spirit that has been killing creatures in a number of towns for the Lords to judge.
Bonus: +2 Mod for spells that target undead creatures, +4 in intimidation events
Cons: -4 in Diplomacy events with living creatures and non spirit creature spells cost 1
Sidsasha, The Ever Knowing (U/R)
Planeswalker - Sidsasha (M)
(+1) Draw a card then discard a card.
(-5) Draw three cards, ~ deals 3 damage to target creature or player.
(-11) Each player reveals their hand, you may copy target instant or sorcery in any players hand or graveyard three times.
1
Gold: 1
Inventory: N/A
Exp: 0/15
Special Ability: Spells that make players reveal or draw cards get a +2.5 Mod.
Special Flaw: You get a -7 in all diplomacy events
Mana: 4(U/R)(U/R)(U/R)
Familar Choices
Sparkthought Faerie(U/R)
Creature - Faerie (C)
Flying
Whenever you discard two or more cards Scry 1.
1/1
Turgian Elemental (W/R)
Creature - Elemental (C)
Haste
When ~ enters the battlefield ~ gets a +2/-1 until end of turn
0/2
Daring Angelling W
Creature - Angel (C)
Flying
T Prevent the next 1 damage dealt to you.
1/1
Academy of High Thought: This is a school for learning and increasing ones own intelligences to a higher plane of thought it is located in the main city on Turgo. You start off as a student in your final years of study as you are now flying off to your counterspell class now you are a few minutes away and a few minutes late.
Bonus: Blue, Red and Green instant or sorcery spells put a +1 mod in all action events.
Cons: -10 in intimidation events, creature spells cost 2 more mana.
Accending Heavens: This is the place where angels live and their group, it is located and built in a secluded small forest on top of a very large mountain with a large church like building that is 50 stories tall and pierces the clouds.
You are now on a mission to slay a small pack on zombies seen near a small village you are a few minutes away.
Bonus: +3 mod for white and red spells/
Con: You can not cast black spells.
The Intelligence Guild: This is a very large guild with powerful connection all across Turgo their goal is to gather intelligence for the Lord of Turgo to maintain to peace and rid the world of Licyinaua. You start off flying through the starry night sky above the beautiful mountains of Turgo looking for lesser being pop ups so you can destroy them.
Bonus: +7 in diplomacy and +4 in intimidation event and a average amount of leaverage in major cities in Turgo.
Cons: You can not side with Licyinaua and you can not be connected with the underworld in anyway.
Licyinaua Chosen:This is few number of Planewalkers that have chosen to serve Licyinaua. You start off in a magical pocket of space created by Licyinaua to talk to his chosen ones. You have not heard it speak yet.
Bonus: Add WRUGB to your mana pool and you get a +2 loyalty counters. Once per every two action events you may summon a 2/1 colorless lesser being token to the battlefield.
Con: you get a -3 mod for colored spells and colored spells cost 1 more to cast.
Shuu Es(sorry about the name and forgeting the Exp: 0/15 :P)
Ask you trek across the beautiful island you gain (U/G). But as you search you come across a small and dark cave that deep inside the cave and you see a small flashing light. How do you proceed?
Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
1/1
Gold: 0
Inventory: Clothes
Abilities:
Traits: Speed
Experience: 6/20
Mana: R
Odula Besa (U/B)
Creature - Vampire Artificer
T: Target artifact creature gets your choice of -1/-0 or +1/+0 until end of turn.
1/1
Gold: 41
Inventory: Adventurer's Clothes, Basic Artificer Toolkit, 3 pounds of Basic metal.
Abilities: N/A
Current Goals:
Experience: 1/20
Mana: 2(U/B)(U/B)
Sasky for the Sig.
I am in your [PACK]. Watching you... do... something.
The angel pulls her goggles over her eyes as she brushes past low hanging topiary, cursing lightly at her late hours the night before on her personal projects.
Planeswalker - Sidsasha (M)
(+1) Draw a card then discard a card.
(-5) Draw three cards, ~ deals 3 damage to target creature or player.
(-11) Each player reveals their hand, you may copy target instant or sorcery in any players hand or graveyard three times.
1
Gold: 1
Inventory: N/A
Exp: 0/15
Special Ability: Spells that make players reveal or draw cards get a +2.5 Mod.
Special Flaw: You get a -7 in all diplomacy events
Mana: 4:symur::symur::symur:
Familiar:
Turgian Elemental
Creature - Elemental (C)
Haste
When ~ enters the battlefield ~ gets a +2/-1 until end of turn
0/2
Faction:
Academy of High Thought: This is a school for learning and increasing ones own intelligences to a higher plane of thought it is located in the main city on Turgo. You start off as a student in your final years of study as you are now flying off to your counterspell class now you are a few minutes away and a few minutes late.
Bonus: Blue, Red and Green instant or sorcery spells put a +1 mod in all action events.
Cons: -10 in intimidation events, creature spells cost 2more mana.
Thanks to mcchief111 for the avvy.
Decks:
Standard:
RMinotaur MidrangeB
Modern:
GSpider TribalB
RArtifractureB
EDH:
MayaelWRG
Reaper KingWUBRG
Niv-MizzetUR
Alesha, Who Smiles At DeathWBR
Tukks
As you enter the forest you gain an additional GG to your mana pool and a green 1/1 saproling rises up from the ground and crawls behind you as you walk you notice before you go to sleep that the it is extremely dark at the floor of the forest to the point where only very small rays of light pierce through the canopy above and reach the floor. But as you fall a asleep in this mysterious, dark and cold forest a very large Hydra smells you and your pet boar and sees you as food.
ACTION EVENT
As you are asleeping you are being attacked by.
Grejasian Hydra X(W/B)GG
Creature - Hydra (R)
Lifelink Trample
Whenever ~ deals combat damage to a creature and that creature dies this turn put X number of +1/+1 counters on ~ where X equals that creatures power and toughness combined.
X/X
It is a 4/4 now and you are asleep so if you wake up now and cast a spell you get a -2 mod for all spells for this event.
Sidsasha
As reach the Academy Of Higher Thought you realize it is on the 15th Floor so you fly up to the 15th Floor and your teacher an old human wizard thats bald and has no teeth. opens up the window and casts a spell as you enter through the window.
He Shouts "Show me your potential!!!!!"
You are caught off guard by this you get a -1 mod for all spells for the remainder of this event.
ACTION EVENT
Cruel Burst RUB
Instant - (U)
~ deals 3 damage to target creature or player, the defending creature controller or that player must sacrifice a permanent or discard a nonland card from their hand.
"I will show you the power that you can not hope to match." Nelian, Academy Wizard.
Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
1/1
Gold: 0
Inventory: Clothes
Abilities:
Traits: Speed
Experience: 6/20
Mana: R
Odula Besa (U/B)
Creature - Vampire Artificer
T: Target artifact creature gets your choice of -1/-0 or +1/+0 until end of turn.
1/1
Gold: 41
Inventory: Adventurer's Clothes, Basic Artificer Toolkit, 3 pounds of Basic metal.
Abilities: N/A
Current Goals:
Experience: 1/20
Mana: 2(U/B)(U/B)
Tukks, The Resourceful
Planeswalker - Tukks (M)
(+1) Add one mana of any color to your mana pool.
(-3) Put a 2/2 Green Beast on the battlefield.
(-5) Add seven mana of any color combination to your mana pool.
1
Gold: 0
Inventory: N/A
Exp: 0/15
Special Ability: +6 in all diplomacy events and a +2 in all intimidation events
Special Flaw: -2.5 mod for all blue spells and for all spells that draw cards or counter spells.
Mana:4GGGGGG
Familar:
Young Horned Tusker G
Creature - Beast - (C)
When ~ attacks it gets a +1/+1 until until of turn.
1/1
Faction:
Protectors of the Slyans: The are a very small group of powerful creatures that protect the great forests of Grejasi from various threats, You start off as a low ranking member sent on a mission to guard a large section of a forest. You are walking there, you are a few minutes away from entering the forest.
Bonus: Whenever you enter a forest or a area dominated by green you get an additional GG added to your mana pool and you get a 1/1 green saproling token with reach.
Cons: You get a -3.5 mod for red spells that cause damage and a -2.5 mod for spells that target plant related creatures.
Planeswalker - Unknown (M)
(+1) ~ becomes a 1/1 Legendary Black, Red and Blue Shade with Flying until the end of the turn.
(-4) ~ becomes a 3/3 Legendary Black, Red and Blue Dragon Archon Shapeshifter gains Flying with " Copy target spell in a graveyard." until the end of turn.
(-12) ~ becomes a 6/6 Legendary Black, Red and Blue Changling and gains Flying with ":symr::symu::symb: Copy target spell or nonland permanent" in addition to its other types.
1
Gold: 0
Inventory: N/A
Exp: 0/15
Special Ability: You randomly get a +7 in doplimacy events.
Special Flaw: You may also randomly get a -14 in doplimacy and intimidate events.
Mana: :4mana::symbu::symbu::symbu:
Soulless Knight
Creature - Spirit Zombie - (C)
Lifelink
1/2
Council of the Lost: This is the council for lost spirits, that have been around for thousands of years restoring lost souls. You are now in a graveyard in the middle of a secluded forest searching a soul at unrest terrorizing people to give peace to.
Bonus: +1 for spells that mill, draw or discard cards.
Con: Non spirit creature spells cost more.
The shade wanders about the forest. All seems quiet for the most part, wandering about the woods. Inside his head, he was in conversation with an elven ranger that he had been spliced with ages ago. "To the left...keep quiet.... Track it down with it's scent...." the shade keeps itself quiet, hiding in a thick cluster of trees. Mumbling to himself if following the sensibilities of a long dead elven ranger was a good idea. Too many personalities to keep track for the most part.
Sasky for the Sig.
I am in your [PACK]. Watching you... do... something.
Diplomacy Sub-Event: Appeasing a Hydra: Skill Level 20
Effort: You tried to appease a hydra with a plant to eat: 3/10
Tact: You tried to feed a hydra with a plant: 3/10
Appropriate: Trying to feed the hydra is smart so I see where you are coming from with that 7/10
13/30 +6 = 19/30, No experienced gained
The Hydra grows even bigger to a 6/6 after eating the saproling and still comes after you with a hungry look on its face.
Unknown
As you wander across the beautiful forest you come across a very small and seclude lake with a beautiful sea nymph swimming peacefully in the small lake alone. You are flooded with UG mana as you approach the lake as you get closer you can feel the seer power of mana not coming from the lake but coming from the nymph.
She saids, "I see you shade come out or be destroyed." she speaks in a sing-songish tone that is scary and commanding at the same time. How do you proceed?
Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
1/1
Gold: 0
Inventory: Clothes
Abilities:
Traits: Speed
Experience: 6/20
Mana: R
Odula Besa (U/B)
Creature - Vampire Artificer
T: Target artifact creature gets your choice of -1/-0 or +1/+0 until end of turn.
1/1
Gold: 41
Inventory: Adventurer's Clothes, Basic Artificer Toolkit, 3 pounds of Basic metal.
Abilities: N/A
Current Goals:
Experience: 1/20
Mana: 2(U/B)(U/B)
Instant [U]
Counter target noncreature spell.
Draw a card.
And thus the chaotic energy dissipated in vapors, leaving a fine refreshing mist in its wake.
Planeswalker - Sidsasha (M)
(+1) Draw a card then discard a card.
(-5) Draw three cards, ~ deals 3 damage to target creature or player.
(-11) Each player reveals their hand, you may copy target instant or sorcery in any players hand or graveyard three times.
1
Gold: 1
Inventory: N/A
Exp: 0/15
Special Ability: Spells that make players reveal or draw cards get a +2.5 Mod.
Special Flaw: You get a -7 in all diplomacy events
Mana: 4:symur::symur::symur:
Familiar:
Creature - Elemental (C)
Haste
When ~ enters the battlefield ~ gets a +2/-1 until end of turn
0/2
Faction:
Academy of High Thought: This is a school for learning and increasing ones own intelligences to a higher plane of thought it is located in the main city on Turgo. You start off as a student in your final years of study as you are now flying off to your counterspell class now you are a few minutes away and a few minutes late.
Bonus: Blue, Red and Green instant or sorcery spells put a +1 mod in all action events.
Cons: -10 in intimidation events, creature spells cost 2 more mana.
Thanks to mcchief111 for the avvy.
Decks:
Standard:
RMinotaur MidrangeB
Modern:
GSpider TribalB
RArtifractureB
EDH:
MayaelWRG
Reaper KingWUBRG
Niv-MizzetUR
Alesha, Who Smiles At DeathWBR
Squaking Long-Plume 2GG
Creature - Bird
All creatures able to block Squaking Long-Plume do so.
0/4
It's bright feather's, combined with it's plump body, make it a large target in the dark forests of Grejasi.
and then this:
Fill with Pox Gas GB
Instant
The next time target creature would be put into a graveyard, destroy all creature that dealt damage to it.
After the bear bit into the stag's neck, a foul smelling, black gas pored from the bite marks. The bear growled in surprise, then fell over, dead. I promptly left. - My Time In Grejasi.
on his Squawking Long-Plume and sends it at the hydra.
Planeswalker - Tukks (M)
(+1) Add one mana of any color to your mana pool.
(-3) Put a 2/2 Green Beast on the battlefield.
(-5) Add seven mana of any color combination to your mana pool.
1
Gold: 0
Inventory: N/A
Exp: 0/15
Special Ability: +6 in all diplomacy events and a +2 in all intimidation events
Special Flaw: -2.5 mod for all blue spells and for all spells that draw cards or counter spells.
Mana: 2GGG
Familar:
Young Horned Tusker GG
Creature - Beast - (C)
When ~ attacks it gets a +1/+1 until until of turn.
1/1
Faction:
Protectors of the Slyans: The are a very small group of powerful creatures that protect the great forests of Grejasi from various threats, You start off as a low ranking member sent on a mission to guard a large section of a forest. You are walking there, you are a few minutes away from entering the forest.
Bonus: Whenever you enter a forest or a area dominated by green you get an additional GG added to your mana pool and you get a 1/1 green saproling token with reach.
Cons: You get a -3.5 mod for red spells that cause damage and a -2.5 mod for spells that target plant related creatures.
Race: Goblin Artificer
Personality: Slightly insane.
Good Traits: Resourcefulness.
Bad Traits: Stupidity. No I am not kidding.
Background: Groctl got his spark after almost dying in a garbage compressor. He has been wreaking havoc across the multiverse since then.
Appearance: Short Goblin wearing armor made from tin cans.
Home Plane: Turgo
This sig is by the amazing Rivenor
Planeswalker - Unknown (M)
(+1) ~ becomes a 1/1 Legendary Black, Red and Blue Shade with Flying until the end of the turn.
(-4) ~ becomes a 3/3 Legendary Black, Red and Blue Dragon Archon Shapeshifter gains Flying with " Copy target spell in a graveyard." until the end of turn.
(-12) ~ becomes a 6/6 Legendary Black, Red and Blue Changling and gains Flying with ":symr::symu::symb: Copy target spell or nonland permanent" in addition to its other types.
1
Gold: 0
Inventory: N/A
Exp: 0/15
Special Ability: You randomly get a +7 in doplimacy events.
Special Flaw: You may also randomly get a -14 in doplimacy and intimidate events.
Mana: :4mana::symbu::symbu::symbu:UG
Soulless Knight
Creature - Spirit Zombie - (C)
Lifelink
1/2
Council of the Lost: This is the council for lost spirits, that have been around for thousands of years restoring lost souls. You are now in a graveyard in the middle of a secluded forest searching a soul at unrest terrorizing people to give peace to.
Bonus: +1 for spells that mill, draw or discard cards.
Con: Non spirit creature spells cost more.
The shade quietly steps out of his spot in the woods. He had no quarrel with the woman, but rather he had a different target. He tries to be as civil as possible, holding back the other consciousnessess clamoring in his mind. "Greetings mi-lady. I am simply passing by and in search of...a colleague of mine." he says to her while keeping his distance.
Sasky for the Sig.
I am in your [PACK]. Watching you... do... something.
Race: Human Bear Druid
Personality: Relaxed mostly. He likes to take his time and do things properly, very methodical and deliberate. What he decides to do though is almost always needs based. It is quite rare he would go out and try and do something truly strange. Passion in life is fighting and sparring, preferably not to the death but he isn't adverse to killing those who he sees he must.
Good Traits: Driven. Always trying to grow stronger and test his strength against others. Loyal, will defend a friend even to a fault. Protective, what and who he sees as his he will put his life and safety on the line to preserve.
Bad Traits: Aggressive, if he senses violence in others or percieves a slight against his or his own he will attack no matter how short-sighted it may be. Obstinate, once he makes a decision regarding something or someone it is rare he will change his mind.
Background: Junwyn was born human in a small hovel in a rather large meadow admist a black forest. His life was that of a farmer, simple agrarian living. What he couldn't grow or make he traded for with other people nearby. His change occurred when his daughter wandered into the forest, he went in as quickly as he could to save her but was ravaged in the process. He carried his daughter to safety and collapsed in a bloody heap. The magic of lycanthropy saved his life. Eventually he outlived his wife and his daughter grew up and became independent all while he barley seemed to age. So he decided to travel and see what he had been missing and fell in love with sport fighting.
Home Plane: Grejasi
Appearance:
Somtimes
Other times
Sigil: an MMORPCCG ">Mexus: An MMORPCCG
Defending yourself : Skill level 16
Flavor: The flavor on this card is very easy to understand and a very good card I like it 8/10
Balance: The closes thing to match this card is bone to ash and that card blows in my opinion and this is pushing it though I feel like at 3 mana it is unplayable so. 8/10
Polish: 5/5 GREAT!!!
22/25 You get 3 exp and additional 1 experience point for countering the spell.
Action Event Over
As you counter the spell you are flooded with U as the old wizard smiles and claps his hands as he ushers you into the classroom. As you look around the classroom is huge and filled with numerous different races all studying and waiting patiently for the old wizard to restart the lesson. As you land the wizard speaks to you.
"You are late Sidasha now prepare yourself for a duel, you may only counter or change the target of my spells now lets begin shall we.
Action Event
You are facing off against.
Nelian, Academy Wizard 1RUB
Legendary Creature - Human Wizard (U)
Whenever you cast a multicolor instant or sorcery, ~ deals 1 damage target player or nonland permanent.
2/2
"Take this!!!!"
Fringeflare 1RR
Instant - (U)
~ deals 4 damage to target creature or player, you may have ~ deals 4 damage to you and copy this spell you may choose new targets for the copies.
"This spell is for when you hate someone as much as you hate yourself."
He doesn't copy the spell but he targets your familar how do you proceed?(May I remind everyone that your familar levels up with you so just food for thought.)
Harmainen
Harmainen, The Elder (G/B)
Planeswalker - Harmainen (M)
(+1) Put a 0/1 Green and Black plant token on the battlefield.
(-5) Destroy target nonland permanent and all permanents with the same name as target permanent.
(-11) Target Land becomes a 13/13 Green and Black Treefolk with Trample, Lifelink and Haste aand gains "All creatures must block this creature."
Gold: 0
Inventory: N/A
Exp: 0/15
Special Ability: +2 Mod for all spells.
Special Flaw -20 for all non action events.
Familar Choices:
Grejasian Sloth [MANA]g/MANA]
Creature - Beast (C)
Prevent combat damage dealt to ~.
0/1
Grejasian Asp (G/B)
Creature - Snake (C)
Deathtouch
1/2
Druids Pet Wurm G
Creature - Wurm (C)
Trample
2/1
Faction Choices:
Protectors of the Slyans: The are a very small group of powerful creatures that protect the great forests of Grejasi from various threats. You start off as a wandering guardian searching for a wurm gone mad and eating trees in a large Grejasian forest.
Bonus: Whenever you enter a forest or a area dominated by green you get an additional added to your mana pool and you get a 1/1 green saproling token with reach.
Cons: You get a -3.5 mod for red spells that cause damage and a -2.5 mod for spells that target plant related creatures.
Licyinaua Chosen:This is few number of Planewalkers that have chosen to serve Licyinaua. You are now on the road heading towards a small cropping of trees looking for a small pack of elves worshipping Licyinaua.
Bonus: Add to your mana pool and you get a +2 loyalty counters. Once per every two action events you may summon a 2/1 colorless lesser being token to the battlefield.
Con: you get a -3 mod for colored spells and colored spells cost more to cast.
Druids Guild: The Driuds guild are a large pack of forest champions that protect the forests and are feared by many people on Grejasi. You start heading up stair in the Druids guild house near a dense large Grejasian forest waiting to talk to the head of the guild.
Bonus: +2 Mod for Green creature spells and whenever you enter a forest add one mana of any color to your mana pool.
Cons: You can not kill unnessacarily and you can not kill creatures weaker than you.
Unknown
The nymph chuckles in her sing song voice before speaking as you show yourself and then speaks. 'I know the one you are looking for that has been terrorizing the lving and my nymphs you are lucky I did not devour his essence and that of your whole guilds as well. If you probably don't know who I am little shade I am Minveria, Queen of the Grejasian Nymphs and I will will show you where he is located.' When she stops speaking she steps out of the lake and water surrounds her body like clothing as she floats up to your head and touches your head and you are instantly aware of your guilds member location and you are also flood with UU mana. You realize that he is a few miles through the forest about to kill an elf, How do you proceed?
Shuu Es
As you enter the cave you can not see but a few feet from your face. How do you proceed?
Tukks
Put your character sheet in your post
ACTION EVENT: DEFEAT A MIGHTY HYDRA 40/60
Long Plume.
Flavor: I love it very funny and easy to understand 10/10
Balance: Prized Unicorn says this is a little on the weak side since that card isn't great. 6/10
Polish: 5/5 YYYYYOOOOOOUUUURRRR GGGRRREEEAAATTT!!
21/25 2 Exp gained
Fill with Pox Gas
Flavor: Funny and bit confusing at first but good 7/10
Balance: Its fake deathtouch that can be used after combat nice 8/10
Polish: 4/5 "Filled with Pox Gas."
19/25 1 Exp gained
19+21 = 40/60 Success 3 Exp gained
You take out the mighty hydra and the hydra radiates 1G in your direction but when it dies one of the heads seperates and tries to attack you.
Hydra Head GG
Creature - Hydra (U)
Deathtouch
2/1
Groctl, Thrower of Sharp Stuff
Groctl, The Mad Tosser R
(+1) ~ deals 1 damage to target creature or player and deals 1 damage to target creature you control or you.
(+5) Deals 3 damage to target player that must sacrifice a nonflying creature.
(-9) ~ becomes a 3/3 Red and Blue Gold Warrior Artifcer with "RUSearch your library for a artifact and put it on the battlefield tapped." in addition to its other types.
Gold: 0
Inventory: N/A
Exp: 0/15
Special Ability: Equipment Spells get a +6 Mod
Special Flaw: You get a -15 in diplomacy events and blue spells get a -2 Mod.
Mana: 4RRRR
Familar Choices:
Goblin Striker R
Creature - Goblin (C)
First Strike
1/1
Broken Automation 1
Artifact Creature - Myr (C)
Defender
0/3
Goblin Cyborg (2/R)
Artifact Creature - Goblin (C)
Haste
1/1
Faction Choices:
Licyinaua Chosen:This is few number of Planewalkers that have chosen to serve Licyinaua. You start off in a magical pocket of space created by Licyinaua to talk to his chosen ones. You have not heard it speak yet.
Bonus: Add WRUGB to your mana pool and you get a +2 loyalty counters. Once per every two action events you may summon a 2/1 colorless lesser being token to the battlefield.
Con: you get a -3 mod for colored spells and colored spells cost 1 more to cast.
Goblin Pack: You lead a small pack of three goblins and a lame horse across Turgo wreaking Havoc. You start off in a small city on Turgo with your pack you are just now entering the city:
Bonus: Red Spells cost 1 less are you start off with two 1/1 red goblin tokens and a 0/2 White and Red Horse with defender.
Cons: You cant join other factions and non red spells get a -4 Mod and cost 1 more.
Artifcers Guild: This is the guild for people that want to have the best of everything and improve everything. You start off as a low ranking member that is on the nightshift on guard duty.
Bonus:Artifact spells cost 1 less.
Con: Colored Spells cost 1 more.
Junwyn Chareed
Junwyn CHareed G
Planeswalker - Junwyn Chareed (M)
(+1) ~ becomes 2/2 Green bear in addition to its other types.
(-5) ~ becomes a 6/6 Green Mutant Bear addition to its other tpes, ~ fights another creature.
(-12) ~ Search your library for a creature card and reveal it and put it onto the battlefield, ~ becomes a copy of that creature in addition to its types and colors.
Gold: 0
Iventory: N/A
Exp: 0/15
Special Ability: Whenever you have an action event in a forest you may put a 2/2 Green Bear token on the battlefield.
Special Flaw: In certain action events you will get a -3 Mod.
Mana: 4GGGG
Familar Choices :
Grejasin Bear G
Creature - Bear (C)
2/2
Lost Changling G
Creature - CHangling (C)
0/1
Evolving Monkey G
Creature
Evolve
0/2
Factions Choices:
Druids Guild: The Driuds guild are a large pack of forest champions that protect the forests and are feared by many people on Grejasi. You start on a mission to save an elf from a large beast in the forest. You are a few minutes away.
Bonus: +2 Mod for Green creature spells and whenever you enter a forest add one mana of any color to your mana pool.
Cons: You can not kill unnessacarily and you can not kill creatures weaker than you.
Protectors of the Slyans: The are a very small group of powerful creatures that protect the great forests of Grejasi from various threats. You start off as a wandering guardian running from a Giant Hydra.
Bonus: Whenever you enter a forest or a area dominated by green you get an additional added to your mana pool and you get a 1/1 green saproling token with reach.
Cons: You get a -3.5 mod for red spells that cause damage and a -2.5 mod for spells that target plant related creatures.
Body Stealer: This is the guild for the various and unique shapeshifters across the land of Grejasi. You start off in a small town looking for a man indentity to steal so you can go into his bank and steal his money.
Bonus: You gain this ability, " 1GU ~ becomes a copy of target creature until end of turn.
Con: You have broken many law across the lands and sometimes officers and certain people will recongize you are attack on spot and a -1 Mod for Red spells
Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
1/1
Gold: 0
Inventory: Clothes
Abilities:
Traits: Speed
Experience: 6/20
Mana: R
Odula Besa (U/B)
Creature - Vampire Artificer
T: Target artifact creature gets your choice of -1/-0 or +1/+0 until end of turn.
1/1
Gold: 41
Inventory: Adventurer's Clothes, Basic Artificer Toolkit, 3 pounds of Basic metal.
Abilities: N/A
Current Goals:
Experience: 1/20
Mana: 2(U/B)(U/B)
Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
1/1
Gold: 0
Inventory: Clothes
Abilities:
Traits: Speed
Experience: 6/20
Mana: R
Odula Besa (U/B)
Creature - Vampire Artificer
T: Target artifact creature gets your choice of -1/-0 or +1/+0 until end of turn.
1/1
Gold: 41
Inventory: Adventurer's Clothes, Basic Artificer Toolkit, 3 pounds of Basic metal.
Abilities: N/A
Current Goals:
Experience: 1/20
Mana: 2(U/B)(U/B)
Unknown
The nymph chuckles in her sing song voice before speaking as you show yourself and then speaks. 'I know the one you are looking for that has been terrorizing the lving and my nymphs you are lucky I did not devour his essence and that of your whole guilds as well. If you probably don't know who I am little shade I am Minveria, Queen of the Grejasian Nymphs and I will will show you where he is located.' When she stops speaking she steps out of the lake and water surrounds her body like clothing as she floats up to your head and touches your head and you are instantly aware of your guilds member location and you are also flood with :symu::symu: mana. You realize that he is a few miles through the forest about to kill an elf, How do you proceed?
The shade snaps back into reality at the urgency of the matter. He quickly says a thank you to the nymph and quickly teleports/planeswalks to that area. Once arriving, the shade calls for it's attention. Ready to confront it.
[Spend UU to planeswalk to that area]
Planeswalker - Unknown (M)
(+1) ~ becomes a 1/1 Legendary Black, Red and Blue Shade with Flying until the end of the turn.
(-4) ~ becomes a 3/3 Legendary Black, Red and Blue Dragon Archon Shapeshifter gains Flying with " Copy target spell in a graveyard." until the end of turn.
(-12) ~ becomes a 6/6 Legendary Black, Red and Blue Changling and gains Flying with ":symr::symu::symb: Copy target spell or nonland permanent" in addition to its other types.
1
Gold: 0
Inventory: N/A
Exp: 0/15
Special Ability: You randomly get a +7 in doplimacy events.
Special Flaw: You may also randomly get a -14 in doplimacy and intimidate events.
Mana: :4mana::symbu::symbu::symbu:
Soulless Knight
Creature - Spirit Zombie - (C)
Lifelink
1/2
Council of the Lost: This is the council for lost spirits, that have been around for thousands of years restoring lost souls. You are now in a graveyard in the middle of a secluded forest searching a soul at unrest terrorizing people to give peace to.
Bonus: +1 for spells that mill, draw or discard cards.
Con: Non spirit creature spells cost more.
Sasky for the Sig.
I am in your [PACK]. Watching you... do... something.
Action Event
You are now facing off against.
Vexuian, Cleric of the Lost 2WGB
Legendary Creature - Spirit Cleric (R)
Flying Lifelink Deathtouch
1WGB Return target creature from a graveyard to the battlefield under your control.
3/3
He uses his ability and raises up a dead rhino and sends it your way and cast another spell.
Undead Rhino 3GB
Creature - Zombie Rhino (U)
Trample
7/2
Grasp of the Trees 1G
Enchantment - Aura
Enchant Land
Enchanted land becomes a 2/4 Green Treefolk in addition to its other types.
The land below you raises up and tries to grab you.
Ophelia Le Doux (R/B)
Creature - Vampire Assassin
Haste First Strike
1/1
Gold: 0
Inventory: Clothes
Abilities:
Traits: Speed
Experience: 6/20
Mana: R
Odula Besa (U/B)
Creature - Vampire Artificer
T: Target artifact creature gets your choice of -1/-0 or +1/+0 until end of turn.
1/1
Gold: 41
Inventory: Adventurer's Clothes, Basic Artificer Toolkit, 3 pounds of Basic metal.
Abilities: N/A
Current Goals:
Experience: 1/20
Mana: 2(U/B)(U/B)
Instant [R]
Counter target spell. The controller of the spell countered this way then draws cards equal to the converted mana cost of that spell.
"You'll never get use that again, but on the bright side, look at all the things you now know about baloths!"
Planeswalker - Sidsasha (M)
(+1) Draw a card then discard a card.
(-5) Draw three cards, ~ deals 3 damage to target creature or player.
(-11) Each player reveals their hand, you may copy target instant or sorcery in any players hand or graveyard three times.
1
Gold: 1
Inventory: N/A
Exp: 4/15
Special Ability: Spells that make players reveal or draw cards get a +2.5 Mod.
Special Flaw: You get a -7 in all diplomacy events
Mana: 4:symur:U
Familiar:
Creature - Elemental (C)
Haste
When ~ enters the battlefield ~ gets a +2/-1 until end of turn
0/2
Faction:
Academy of High Thought: This is a school for learning and increasing ones own intelligences to a higher plane of thought it is located in the main city on Turgo. You start off as a student in your final years of study as you are now flying off to your counterspell class now you are a few minutes away and a few minutes late.
Bonus: Blue, Red and Green instant or sorcery spells put a +1 mod in all action events.
Cons: -10 in intimidation events, creature spells cost 2 more mana.
Thanks to mcchief111 for the avvy.
Decks:
Standard:
RMinotaur MidrangeB
Modern:
GSpider TribalB
RArtifractureB
EDH:
MayaelWRG
Reaper KingWUBRG
Niv-MizzetUR
Alesha, Who Smiles At DeathWBR
Creature - Spirit - (C)
Whenever ~ attacks the defending player puts the top 2 cards of their library into their graveyard.
0/1
Occult of the Old One: This is the cult to worship and restore back to life The Old one, a powerful demon that has been dead for over 10,000 years to reign of Moraka once again. You are on a mission to retrieve an artifact from a small island that you planewalked to, you are a few minutes from the cave to which the artifact is located.
Bonus: Add bb to your mana, +1.25 mod for all black spells over the converted mana cost of 4, +1 on all events that require intimidation.
Cons: You can not cast white spells or spells that gain life, -0.5 mod for nonblack spells.
Nithrak, The Endless Nightmare (U/B)
Planeswalker - Nithrak (M)
(+1) Target Player draws a card then reveals their hand then discards a nonland card from their hand.
(-3) Put a 2/2 Black and Blue Demon Specter with Flying on the battlefield.
(-10) Target Opponent draws 20 cards, until your next upkeep whenever an opponent discards a card that player loses 1 life.
Gold: 0
Inventory: N/A
Special Ability: Whenever an opponent loses life you get a +0.25 mod to all spells for the remainder of that event.
Special Flaw: Whenever you become or cast a creature spell you get a -1 mod to all spells for the remainder of that event.
Mana: 4UBUBUB
Dark Theft 1B
Instant
Target player discards an artifact card.