That was straight up watercooler talk, and I would fill my cup and walk away.
But I also believe that's the intended vibe? So no real problems with it. Or have they specifically stated they want to reel in people with these podcasts? Because then....
It comes off as deceptive because they're called Magic Story Podcasts but they have so little to do with the story. The way they initially described them was that we would be getting a story for each of the Commander decks. But there was so little, if any, of that in any of these - a brief description was the best we got.
For example, the vampire podcast talked about the styles of vampires far more than the story surrounding Edgar (which they are butchering by their omission of the famine...the only thing that gives him a white color identity). It was also basically all information you could put together yourself by looking at the cards.
Who knows, maybe they should've called this by a different name and I would feel better about it. But under the guile of "story podcast" it's frustrating to get *****ty water cooler talk.
Can someone tell me why his type is dragon avatar and not dragon god
Strange as it sounds, avatars in Magic can actually be more powerful entities than gods proper. Karona the False God was an avatar, for instance, and she basically controlled all of Dominaria's magic for a short period of time. No one could cast spells while she existed. The Ur-Dragon is described as being omnipresent throughout the multiverse and the template that gives all dragons their form, everywhere on every plane. He is a Platonic Ideal, as it were. Since Theros and Amonkhet both establish gods as being manifestations of an aspect of a plane, for the Ur-Dragon to be a mere god would actually lessen what he is. So he is an avatar instead.
The reason these podcasts exist is because the creative team simply does not have enough time and energy to keep up with a constant demand of great stories
The Creative time doesn't manage good stories, but not all of that is their fault.
and imho there have been some huge improvements to magic's storytelling just in the last year.
Going from "10% good to 20% good" is a huge improvement, but it doesn't meant he storytelling is remotely good.
But please, please don't blame the creative team for not meeting your specific expectations.
When you try to list every Hellkite in the game, and miss ones that are in the deck you specifically are talking about, it is not failing at meeting a specific expectation it is a failure of basic research.
The reason these podcasts exist is because the creative team simply does not have enough time and energy to keep up with a constant demand of great stories
The Creative time doesn't manage good stories, but not all of that is their fault.
and imho there have been some huge improvements to magic's storytelling just in the last year.
Going from "10% good to 20% good" is a huge improvement, but it doesn't meant he storytelling is remotely good.
But please, please don't blame the creative team for not meeting your specific expectations.
When you try to list every Hellkite in the game, and miss ones that are in the deck you specifically are talking about, it is not failing at meeting a specific expectation it is a failure of basic research.
If you really think the stories are that bad, why are you reading them?
To some extent, how "good" a story is is based on opinion. I say to some extent because obviously there are some objective standards by which we rate storytelling, but I don't think you can completely rate creativity objectively. Was the story entertaining? Were you engaged? Did the story make you feel anything? These are all very important questions regarding storytelling, and when asked in regard to a specific story you are always going to get different answers from different people.
Maybe for you the increase in quality has only felt like 10% to 20%, and that's totally cool. I'm not trying to say you're wrong, because a personal experience from reading something can't be "wrong". For me personally, it's felt more like 10% gradually increasing to about 75% (regarding standard set stories). To me the difference between the BFZ stories and the Hour of Devastation stories are like night and day. Not everyone is going to feel that way, and that's okay. However that does not mean that they're storytelling is objectively horrible.
And okay, they missed some hellkites. Whatever. I agree it's a sloppy little mistake, and such should be avoided in the future, but I also don't feel like using my energy to feel frustrated over something as small as that.
I must disagree that the Amonkhet story was only 20% good. I mean, sure if you compare it to epics and stories written to be stories first and foremost, sure they might not hold up as well (and I wouldn't recommend someone to follow the Magic story without playing the game) but that's kind of self-evident? Magic stories were, are and always will be supplementary to the game. They will always be forced into a certain area, depending on which plane gets visited. They will always be subject to the whims of brand when it comes to which character features and/or dies. Their pacing will always be dictated by the output of product. Magic stories do not exist in a vacuum and as such sacrifices need to be made. Amonkhet is nowhere even close to being a great story compared to normal stories but for a story accompanying a card game I must say it did a really, really good job.
BfZ on the other hand has no excuse. It is terrible even when considering the context it's in.
The reason these podcasts exist is because the creative team simply does not have enough time and energy to keep up with a constant demand of great stories
The Creative time doesn't manage good stories, but not all of that is their fault.
and imho there have been some huge improvements to magic's storytelling just in the last year.
Going from "10% good to 20% good" is a huge improvement, but it doesn't meant he storytelling is remotely good.
But please, please don't blame the creative team for not meeting your specific expectations.
When you try to list every Hellkite in the game, and miss ones that are in the deck you specifically are talking about, it is not failing at meeting a specific expectation it is a failure of basic research.
If you really think the stories are that bad, why are you reading them?
To some extent, how "good" a story is is based on opinion. I say to some extent because obviously there are some objective standards by which we rate storytelling, but I don't think you can completely rate creativity objectively. Was the story entertaining? Were you engaged? Did the story make you feel anything? These are all very important questions regarding storytelling, and when asked in regard to a specific story you are always going to get different answers from different people.
Maybe for you the increase in quality has only felt like 10% to 20%, and that's totally cool. I'm not trying to say you're wrong, because a personal experience from reading something can't be "wrong". For me personally, it's felt more like 10% gradually increasing to about 75% (regarding standard set stories). To me the difference between the BFZ stories and the Hour of Devastation stories are like night and day. Not everyone is going to feel that way, and that's okay. However that does not mean that they're storytelling is objectively horrible.
And okay, they missed some hellkites. Whatever. I agree it's a sloppy little mistake, and such should be avoided in the future, but I also don't feel like using my energy to feel frustrated over something as small as that.
Why are we reading the stories? Really? We are reading them because the story of Magic is what has a lot of us interested. It's what separates this particular fantasy game from other similar fantasy outlets. We are reading these stories because it is all that is provided to us - it's not as if we have other options which is exactly why it is important to us that we get coherent and well executed writing. If other options existed and they were superior I am fairly certain those of us vested in the story would be reading it elsewhere.
The questions that you ask when evaluating the stories are the same ones we ask. The stories have felt rushed, poorly characterized, and hard to connect to. Even when you remove those feelings for sake of argument, suggesting that you didn't get those vibes, there is still a technical aspect to writing which is not subjective which you already acknowledged. Character development, dialogue, structure and formatting are examples. The problem is, when that technical aspect is so poorly executed it severely hinders the overall experience, the subjective experience. Switching between first and third person perspectives has been a fairly common occurrence even within the HOU stories. Heck, it even happened within the same paragraph! That is ridiculous at a professional level.
The emotional connection and intensity of the stories of HOU improved greatly. The ability to relate to the characters improved as well. But the technical aspect was still below par.
None of what i have said has to do with Commander itself - so to get back on topic the lack of awareness that has been exemplified by the creative story lead is sad. She is representing this department of the company and game. It's a major focus for a good percentage of the fan base - part of what keeps us vested in the game. Are these podcasts what you would want to represent the capabilities and focus of your creative department if it was your responsibility?
You know, I don't even mind the absence of stories for five weeks, if we got anything else of value. I understand that the creative department is stretched thin, especially with the new block model, but is it really that difficult to do some word-light concept art articles to bridge the gap? Personally, I'd love to get some behind the scenes peek on the various designs. Even if, strictly speaking, they're not story articles, they're still nice flavour tidbits.
Furthermore, I think it's in Wizard's best interest to represent their creative department more... professionally? Like, if you put a person who's been on the team for three years and doesn't know who Baron Sengir is to represent creative, then that's kind of sad. I guess you can't expect everyone to have read all the books (though some people might disagree) but for someone whose literal job it is to work on the worlds and story of Magic, that's a tad sad. Even I knew the broad strokes of the backstory of Baron Sengir and his 'family' and I didn't read the books/comics, nor am I getting paid to work for it for 8 hours a day.
It's not exclusively about what we want, but also what Wizards wants. And does Wizards really want to come across as a bunch of people who don't know what they're working on? Because deserved or not, that's the only get-away from these podcasts.
Perhaps I wasn't very clear in my point, but generally what I was trying to get at is that one cannot use a subjective experience to rate something subjectively. Whatever you specifically believe has gone objectively wrong with the recent stories is another thing, and I am sure there is probably some forum dedicated to going very in depth on this topic, so I'll also try to get back on track.
I obviously don't care as much about something of these podcast mistakes as some other people do, and I realize that doesn't mean they're not important to address. If I am correct, I believe this is the first time they've done a podcast for something like a commander product (please correct me if I'm wrong). I remember them doing podcasts that were general QnAs, but that is also a slightly different animal than the most recent podcasts. I'm sure the creative team has noticed these errors and will avoid them in the future, but if this is the first time they attempted to prepare this specific type of material, I wouldn't be too, too harsh on them. With everything they're asked to do, there's bound to be some blind spots. They'll take it all into account if they ever plan on doing something similar again, and if they do hopefully we'll get a better result because of it.
They care, you care, we all care about this part of mtg.
I really don't like to be negative, I appreciate getting podcasts instead of getting nothing, but I'm afraid I have to agree with a lot of the criticisms of these podcasts. I want to be constructive, though.
I feel like just taking a few more minutes to prep for them would have sorted out a lot of the problems. The incomplete Hellkite list was a perfect example. Like, how does that even happen? It takes a 10-second Gatherer search. Same thing for Wasitora. If you're gonna just read something, read the dang MTG Wiki page, it's way more interesting than just the basic blurb from the product. And it's more likely to be stuff that new players haven't heard before, and therefore interesting. Or at least you'll know what plane Madara is on.
Whoever is producing these podcasts needs to learn a simple principle of management: know your team's strengths and weaknesses, and design your production to address them. I don't blame Alison for not having an encyclopedic knowledge of Magic lore from before she started working there, but I do think it's fair to blame Wizards for putting her in a position where that lack of knowledge impedes her from making a good podcast. Let's not leave Blake out of this, either. Maybe if you had two hosts on the podcast who had different areas of lore knowledge, it could be fun to hear them explain things to each other. But it seems like Blake and Alison have pretty similar interests and focuses. So when neither Blake nor Alison have anything to say about something besides "We don't know," or reading a little blurb that we could go read ourselves -- that's not good podcasting.
Maybe we can help Wizards out by reimagining what a good podcast would be like, given the strengths and weaknesses of the talent they have. Let's assume that Blake and Alison are the only ones with the time to expend significant effort on the podcasts, so they'll still be the hosts. What's been working so far? Well, I thought their conversation about Kamigawa was entertaining. I enjoy their enthusiasm and sense of joy whenever they're discussing things that are actually in their wheelhouse, and in adding new bits and details to their knowledge. That energy and inquisitiveness is their big strength.
But on the weakness side, there's a lot of stuff that they don't know. How do we design around that fact? Well, maybe that's actually an opportunity. What if they could ask a question that neither knows the answer to, then cut away to a five-second interview of somebody else at Wizards who *does* know the answer, and can help them out? We can learn along with Blake and Alison. That might be really fun. They could also prep a few "obscure facts" for each topic, that they research beforehand. And maybe invite audience feedback to expand on those facts. I think that would be a better podcast, more engaging for both old lore fans and new baby Vorthoses.
If you really think the stories are that bad, why are you reading them?
Here is a hint, I am not.
I read from BFZ-SOI out of hopes once they got the gate watch stuff sorted out we would see the awkwardness go away, then when Emrakul was revealed as the "ZOMG BIIIIIIGG MYSTERY!!!!" answer I stopped until Kaladesh because I just didn't care. I hope we never ever return to Innistrad because if we never touch on the Eldrazi again the lore would be 100% better for it.
Kaladesh was where that 10% boost of good comes from, Kaladesh and Aether Revolt had real stakes to it. If they lose Chandra's mother is dead and Kaladesh probably ends up as a real bad place to live.
I must disagree that the Amonkhet story was only 20% good.
That is your opinion, but I noped out of it when they revealed it was a Natural plane, that killed all desire I had to see the Gatewatch durdle, fail and learn nothing.
That is your opinion, but I noped out of it when they revealed it was a Natural plane, that killed all desire I had to see the Gatewatch durdle, fail and learn nothing.
It is quite literally impossible to please anyone with that attitude. I mean, wow, that's such a specific complaint, I don't even.
That is your opinion, but I noped out of it when they revealed it was a Natural plane, that killed all desire I had to see the Gatewatch durdle, fail and learn nothing.
It is quite literally impossible to please anyone with that attitude. I mean, wow, that's such a specific complaint, I don't even.
It wasn't really that I have that as a complaint. I just stopped caring about what would happen, I knew the Gatewatch was gonna get bodied..and that Nicol was gonna tear Amonkhet apart so none of the characters we would meet would really mean anything as I was bored by Samut when we first met her. There was nothing new to learn about the setting or the main characters so..why bother with it?
In Amonkhet, why was their a hotel for the Gatewatch to stay in? In a world with only 1 known city, there would be no need hotels, as all the citizens have houses and continuously prepare for the trials their entire lives. Worse of all, the Jacetice league decides its OK to stay in it, even though they knew Bolas has a massive presence on the world.
In Amonkhet, why was their a hotel for the Gatewatch to stay in? In a world with only 1 known city, there would be no need hotels, as all the citizens have houses and continuously prepare for the trials their entire lives. Worse of all, the Jacetice league decides its OK to stay in it, even though they knew Bolas has a massive presence on the world.
They convinced Temmet that they were from outside on a mission from the God-Pharoah. Amd it wasn't really a hotel as much as a nice barracks from the sense that I got. Same with the initiates. They dont each have houses. Crops live and train together so they probably have barracks as well.
Perhaps I wasn't very clear in my point, but generally what I was trying to get at is that one cannot use a subjective experience to rate something subjectively. Whatever you specifically believe has gone objectively wrong with the recent stories is another thing, and I am sure there is probably some forum dedicated to going very in depth on this topic, so I'll also try to get back on track.
I obviously don't care as much about something of these podcast mistakes as some other people do, and I realize that doesn't mean they're not important to address. If I am correct, I believe this is the first time they've done a podcast for something like a commander product (please correct me if I'm wrong). I remember them doing podcasts that were general QnAs, but that is also a slightly different animal than the most recent podcasts. I'm sure the creative team has noticed these errors and will avoid them in the future, but if this is the first time they attempted to prepare this specific type of material, I wouldn't be too, too harsh on them. With everything they're asked to do, there's bound to be some blind spots. They'll take it all into account if they ever plan on doing something similar again, and if they do hopefully we'll get a better result because of it.
They care, you care, we all care about this part of mtg.
“There are no weak Jews. I am descended from those who wrestle angels and kill giants. We were chosen by God. You were chosen by a pathetic little man who can't seem to grow a full mustache"
"You can tell how dumb someone is by how they use Mary Sue"
Yesssssss I love it! Hope he gets a legit card actually, not in Un. I do wonder though, since Unstable is about factions and stuff, IDK if a character like Unlucky can be in it. This gave me a chuckle though, love the curse cycle
Yeah, it is however seen that the instructions were not quite respected... the black curse is really not set in Grixis, as the city is not derelict. They could sell it as Fiora if they wanted. In the same vein, the green curse looks not like Tarkir, but Innistrad.
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100% Vorthos Spike and Storyline Expert
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Let this great clan rest in peace (2001-2011)
Yeah, it is however seen that the instructions were not quite respected... the black curse is really not set in Grixis, as the city is not derelict. They could sell it as Fiora if they wanted. In the same vein, the green curse looks not like Tarkir, but Innistrad.
While they goofed a bit with the visual, the whole tragic story about Grixis is that it used to be like Bant before it became overrun by the forces of evil, so if you really stretched it, this is the most well-preserved remnant of that in the shard.
As for Tarkir, he's probably camping out in Qal Sisma.
I guess The Unluckiest Planeswalker is the adventurous type, since there are far better places to explore on Alara than Grixis, and Tarkir is just dangerous overall for outsiders.
It comes off as deceptive because they're called Magic Story Podcasts but they have so little to do with the story. The way they initially described them was that we would be getting a story for each of the Commander decks. But there was so little, if any, of that in any of these - a brief description was the best we got.
For example, the vampire podcast talked about the styles of vampires far more than the story surrounding Edgar (which they are butchering by their omission of the famine...the only thing that gives him a white color identity). It was also basically all information you could put together yourself by looking at the cards.
Who knows, maybe they should've called this by a different name and I would feel better about it. But under the guile of "story podcast" it's frustrating to get *****ty water cooler talk.
Strange as it sounds, avatars in Magic can actually be more powerful entities than gods proper. Karona the False God was an avatar, for instance, and she basically controlled all of Dominaria's magic for a short period of time. No one could cast spells while she existed. The Ur-Dragon is described as being omnipresent throughout the multiverse and the template that gives all dragons their form, everywhere on every plane. He is a Platonic Ideal, as it were. Since Theros and Amonkhet both establish gods as being manifestations of an aspect of a plane, for the Ur-Dragon to be a mere god would actually lessen what he is. So he is an avatar instead.
The Creative time doesn't manage good stories, but not all of that is their fault.
Going from "10% good to 20% good" is a huge improvement, but it doesn't meant he storytelling is remotely good.
When you try to list every Hellkite in the game, and miss ones that are in the deck you specifically are talking about, it is not failing at meeting a specific expectation it is a failure of basic research.
Dragons of Legend, Lead by Scion of the UR-Dragon
The Gitrog Monster
Gonti, Lord of Luxury
Shogun Saskia
Hive World
Atraxa hates fun
Abzan
If you really think the stories are that bad, why are you reading them?
To some extent, how "good" a story is is based on opinion. I say to some extent because obviously there are some objective standards by which we rate storytelling, but I don't think you can completely rate creativity objectively. Was the story entertaining? Were you engaged? Did the story make you feel anything? These are all very important questions regarding storytelling, and when asked in regard to a specific story you are always going to get different answers from different people.
Maybe for you the increase in quality has only felt like 10% to 20%, and that's totally cool. I'm not trying to say you're wrong, because a personal experience from reading something can't be "wrong". For me personally, it's felt more like 10% gradually increasing to about 75% (regarding standard set stories). To me the difference between the BFZ stories and the Hour of Devastation stories are like night and day. Not everyone is going to feel that way, and that's okay. However that does not mean that they're storytelling is objectively horrible.
And okay, they missed some hellkites. Whatever. I agree it's a sloppy little mistake, and such should be avoided in the future, but I also don't feel like using my energy to feel frustrated over something as small as that.
BfZ on the other hand has no excuse. It is terrible even when considering the context it's in.
Why are we reading the stories? Really? We are reading them because the story of Magic is what has a lot of us interested. It's what separates this particular fantasy game from other similar fantasy outlets. We are reading these stories because it is all that is provided to us - it's not as if we have other options which is exactly why it is important to us that we get coherent and well executed writing. If other options existed and they were superior I am fairly certain those of us vested in the story would be reading it elsewhere.
The questions that you ask when evaluating the stories are the same ones we ask. The stories have felt rushed, poorly characterized, and hard to connect to. Even when you remove those feelings for sake of argument, suggesting that you didn't get those vibes, there is still a technical aspect to writing which is not subjective which you already acknowledged. Character development, dialogue, structure and formatting are examples. The problem is, when that technical aspect is so poorly executed it severely hinders the overall experience, the subjective experience. Switching between first and third person perspectives has been a fairly common occurrence even within the HOU stories. Heck, it even happened within the same paragraph! That is ridiculous at a professional level.
The emotional connection and intensity of the stories of HOU improved greatly. The ability to relate to the characters improved as well. But the technical aspect was still below par.
None of what i have said has to do with Commander itself - so to get back on topic the lack of awareness that has been exemplified by the creative story lead is sad. She is representing this department of the company and game. It's a major focus for a good percentage of the fan base - part of what keeps us vested in the game. Are these podcasts what you would want to represent the capabilities and focus of your creative department if it was your responsibility?
Furthermore, I think it's in Wizard's best interest to represent their creative department more... professionally? Like, if you put a person who's been on the team for three years and doesn't know who Baron Sengir is to represent creative, then that's kind of sad. I guess you can't expect everyone to have read all the books (though some people might disagree) but for someone whose literal job it is to work on the worlds and story of Magic, that's a tad sad. Even I knew the broad strokes of the backstory of Baron Sengir and his 'family' and I didn't read the books/comics, nor am I getting paid to work for it for 8 hours a day.
It's not exclusively about what we want, but also what Wizards wants. And does Wizards really want to come across as a bunch of people who don't know what they're working on? Because deserved or not, that's the only get-away from these podcasts.
I obviously don't care as much about something of these podcast mistakes as some other people do, and I realize that doesn't mean they're not important to address. If I am correct, I believe this is the first time they've done a podcast for something like a commander product (please correct me if I'm wrong). I remember them doing podcasts that were general QnAs, but that is also a slightly different animal than the most recent podcasts. I'm sure the creative team has noticed these errors and will avoid them in the future, but if this is the first time they attempted to prepare this specific type of material, I wouldn't be too, too harsh on them. With everything they're asked to do, there's bound to be some blind spots. They'll take it all into account if they ever plan on doing something similar again, and if they do hopefully we'll get a better result because of it.
They care, you care, we all care about this part of mtg.
I feel like just taking a few more minutes to prep for them would have sorted out a lot of the problems. The incomplete Hellkite list was a perfect example. Like, how does that even happen? It takes a 10-second Gatherer search. Same thing for Wasitora. If you're gonna just read something, read the dang MTG Wiki page, it's way more interesting than just the basic blurb from the product. And it's more likely to be stuff that new players haven't heard before, and therefore interesting. Or at least you'll know what plane Madara is on.
Whoever is producing these podcasts needs to learn a simple principle of management: know your team's strengths and weaknesses, and design your production to address them. I don't blame Alison for not having an encyclopedic knowledge of Magic lore from before she started working there, but I do think it's fair to blame Wizards for putting her in a position where that lack of knowledge impedes her from making a good podcast. Let's not leave Blake out of this, either. Maybe if you had two hosts on the podcast who had different areas of lore knowledge, it could be fun to hear them explain things to each other. But it seems like Blake and Alison have pretty similar interests and focuses. So when neither Blake nor Alison have anything to say about something besides "We don't know," or reading a little blurb that we could go read ourselves -- that's not good podcasting.
Maybe we can help Wizards out by reimagining what a good podcast would be like, given the strengths and weaknesses of the talent they have. Let's assume that Blake and Alison are the only ones with the time to expend significant effort on the podcasts, so they'll still be the hosts. What's been working so far? Well, I thought their conversation about Kamigawa was entertaining. I enjoy their enthusiasm and sense of joy whenever they're discussing things that are actually in their wheelhouse, and in adding new bits and details to their knowledge. That energy and inquisitiveness is their big strength.
But on the weakness side, there's a lot of stuff that they don't know. How do we design around that fact? Well, maybe that's actually an opportunity. What if they could ask a question that neither knows the answer to, then cut away to a five-second interview of somebody else at Wizards who *does* know the answer, and can help them out? We can learn along with Blake and Alison. That might be really fun. They could also prep a few "obscure facts" for each topic, that they research beforehand. And maybe invite audience feedback to expand on those facts. I think that would be a better podcast, more engaging for both old lore fans and new baby Vorthoses.
Here is a hint, I am not.
I read from BFZ-SOI out of hopes once they got the gate watch stuff sorted out we would see the awkwardness go away, then when Emrakul was revealed as the "ZOMG BIIIIIIGG MYSTERY!!!!" answer I stopped until Kaladesh because I just didn't care. I hope we never ever return to Innistrad because if we never touch on the Eldrazi again the lore would be 100% better for it.
Kaladesh was where that 10% boost of good comes from, Kaladesh and Aether Revolt had real stakes to it. If they lose Chandra's mother is dead and Kaladesh probably ends up as a real bad place to live.
That is your opinion, but I noped out of it when they revealed it was a Natural plane, that killed all desire I had to see the Gatewatch durdle, fail and learn nothing.
Dragons of Legend, Lead by Scion of the UR-Dragon
The Gitrog Monster
Gonti, Lord of Luxury
Shogun Saskia
Hive World
Atraxa hates fun
Abzan
It is quite literally impossible to please anyone with that attitude. I mean, wow, that's such a specific complaint, I don't even.
It wasn't really that I have that as a complaint. I just stopped caring about what would happen, I knew the Gatewatch was gonna get bodied..and that Nicol was gonna tear Amonkhet apart so none of the characters we would meet would really mean anything as I was bored by Samut when we first met her. There was nothing new to learn about the setting or the main characters so..why bother with it?
Dragons of Legend, Lead by Scion of the UR-Dragon
The Gitrog Monster
Gonti, Lord of Luxury
Shogun Saskia
Hive World
Atraxa hates fun
Abzan
They convinced Temmet that they were from outside on a mission from the God-Pharoah. Amd it wasn't really a hotel as much as a nice barracks from the sense that I got. Same with the initiates. They dont each have houses. Crops live and train together so they probably have barracks as well.
This was very well said and you make good points
http://magic.wizards.com/en/articles/archive/feature/cursed-commander-2017-edition-art-descriptions-2017-08-22
"You can tell how dumb someone is by how they use Mary Sue"
|| UW Jace, Vyn's Prodigy UW || UG Kenessos, Priest of Thassa (feat. Arixmethes) UG ||
Cards I still want to see created:
|| Olantin, Lost City || Pavios and Thanasis || Choryu ||
Yeah, it is however seen that the instructions were not quite respected... the black curse is really not set in Grixis, as the city is not derelict. They could sell it as Fiora if they wanted. In the same vein, the green curse looks not like Tarkir, but Innistrad.
Let this great clan rest in peace (2001-2011)
While they goofed a bit with the visual, the whole tragic story about Grixis is that it used to be like Bant before it became overrun by the forces of evil, so if you really stretched it, this is the most well-preserved remnant of that in the shard.
As for Tarkir, he's probably camping out in Qal Sisma.
I guess The Unluckiest Planeswalker is the adventurous type, since there are far better places to explore on Alara than Grixis, and Tarkir is just dangerous overall for outsiders.
TerribleBad at Magic since 1998.A Vorthos Guide to Magic Story | Twitter | Tumblr
[Primer] Krenko | Azor | Kess | Zacama | Kumena | Sram | The Ur-Dragon | Edgar Markov | Daretti | Marath
The stories these days typically show planeswalkers on a particular plane for a lengthy period of time before moving on to another one.
Also, I guess Tarkir is on the map now for planeswalkers, since both this guy and Vraska have been there.