- NightArcher
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Member for 16 years, 4 months, and 18 days
Last active Wed, Nov, 8 2023 17:44:48
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Oct 19, 2009NightArcher posted a message on Gatekeeper of Malakir plus Into the Roil: Complete Jank?Try Call to heel. Alot better than into the roil if you're mainly bouncing your one creature.Posted in: SoFresh Blog
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Oct 19, 2009NightArcher posted a message on Cards that should be banned in EDH!!!!Iona, Shield of Emeria should be banned before either of those two. At least you can recover from all your lands being destroyed. Mono-colored decks are locked out of the game entirely, and multicolor decks get their answers shut out.Posted in: rickskies Blog
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Jun 26, 2008NightArcher posted a message on My Future Sight PRE Victorythat's really funny. I should have thought of that.Posted in: NightArcher Blog
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Setting the Stage: Welcome to the plane of Iderum, a land prevailing of humans who have no knowledge the existence of multiple planes, until now. Planeswalkers have never existed on this plane up until this point, but as they have begun appearing, the governing bodies have become unsettled about the defense of their powerful nation. Kiraria, the empire that has reigned for centuries has begun to redouble its efforts at creating and maintaining a unified plane. Among the Kirarians, there are the Necronei, a group that leads the exploration of what is known as dark magic. They are a branch of the empire that has been at odds with the rest of the world's ideals at some points, but still they serve them. There is the Hematoi tribe, a group of what is considered to be 'lesser' beings that undermine the empire and strive to create a world where even a Lashtail is considered to have the same rights a human does. Although they do not agree with the empire, they are not seperatist and try to coexist as best they can.
Although the land is primarily unified, there is still much chaos, an underlying feel that nothing is solid, the free-spirited nature of magic doesn't help this problem. Spells have been known to take on a mind of their own and become elementals. Generally, spells don't backfire, but there is always the chance that they can have unintended effects, first with the elementals, but also a spell can 'change'. Over time, magic can be tainted by others magics, making a new and more powerful magic.
Plane: Iderum
Old Set Mechanics:
Madness
Forecast
World Rules
New Mechanics:
Spellshift X - This permanent comes into play with X shift counters on it. At the beginning of your upkeep, remove a shift counter from it. (Effects happen when it has no counters on it)
Upgrade - Attach to target nonupgrade artifact you control. Upgrade only as a sorcery. This card comes into play unattached and stays in play if the artifact leaves play.
Known Planeswalkers:
Alustha Nikta
Auria Ilexia
Emura Findwell
Enika Findwell (twin sister)
Utania Hanta
Oregas Hanta (maraige)
Wydell Illimi
I'm looking for help with some of the cards i post on here, there will be previews with my posts of my set so far. Of the ones i do post, could someone please reply with balancing?
Creature - Elemental
Instant Sift (Whenever you play an instant spell, reveal the top card of your library. If it as an instant, put it into your hand, if it isn't, put that card into your graveyard.)
Most animals feed on other living things, Luplups feed on curiousity.
1/3
(A note on sift - it is done ____ sift, could be creature, elemental, sorcery or what have you depending on the card. Sort of like the different types of cycling)
you'd have to have 1, T: target plainswalker gains.....
Plainswalker abilities are specifically meant to not cost mana (not to squelch creativity, but the planeswalkers are meant to be another 'player' in essence, with their own mana pool (loyalty))
I also had an idea for another card....
Chromatic Elemental
3 colorless to play
Evoke 1
When CARDNAME comes into play, add one mana of any color to your mana pool and draw a card.
2/2