Welcome to Blockbusters, the worldbuilding contest inspired by one of the most popular games in Custom Card Creation!
One of the greatest parts of Magic is the fact that every year we get to immerse ourselves into a new plane. In the past few years we have seen the Greek-inspired Theros, the grand cityscape of Ravnica, and the horrifying world of Innistrad. Each of these planes was a wonderful trip into another world. Now, it's your turn to create a plane for us to visit!
What We're Doing
1. Each clan must write a Planeswalker's Guide for a plane of their own creation that would be featured as a world for an upcoming Magic block. Blow us away with your creativity. Look at existing guides for an idea of the type of information we want to see.
2. Each clan must also create a prerelease promo card for their plane. This is a rare card that typically is relevant to the storyline of the block and/or features new mechanics in a splashy way.
What We're Not Doing
1. You are not designing a custom magic set. Other than the prerelease promo, no clan needs to create any number of custom cards, and if you do create cards, they won't affect your score. You do not need to create or even think about how the world would translate into Magic mechanics if you don't want to.
2. Creating a professional-quality, fully developed document. We aren't (on the whole) professional worldbuilders. That's ok! We aren't looking for a comprehensive overview of your fantastic new plane, just a small glimpse into what you've created. There is no length requirement, though if you're writing half a page you probably have too little, and if your document is getting as long as the official guides, you might want to rein it in.
After the entries are compiled, each clan will be responsible for judging and ranking the entries of each other clan. There will be two categories to rank: The plane and the card. So, you would assign a given clan a score like (3, 2), meaning that it was the third best plane overall, but the second-best prerelease card. Write up a couple of sentences or paragraphs about each entry.
The winner will be determined by averaging the rankings for the plane. Ties will be broken by the ranking of the prerelease cards.
Things to consider:
1. Is the plane creative? Interesting? Do you find yourself drawn into the world that was created? Would you like to read more about it?
2. Could you see this plane as a world featured for a Magic set?
3. If a Magic set were created based on that world, would you want to attend the prerelease? Think about how you felt the first time we hear about a new block, before we know any of the cards and just have the flavor.
4. Do you find the prerelease card appealing? Would you play it? Does it excite you for the possibilities of the rest of the set?
Please express your interest to join this contest by 11:59 EST on October 19th.
Please submit your entries to me by 11:59 PM EST on November 2nd.
Judging we'll try to wrap up within one week.
Of course, I'm an optimist. We'll see how it goes.
Once, hundreds of years ago Forfall was a plane of balance and harmony. Wildlife and people coexisted, vegetation was abundant, and the mana that fulled the existence of the plane itself flowed freely. Forfall was in short, a veritable paradise.
Dawn Of A New Age
In time though, people discovered the power that mana possessed and that they could use that power to fuel their own ends. With this in mind the majority of beings in Forfall began to devise ways to harvest and contain the largest amounts of mana they could.
The designs of the mana harvesters began to grow and evolve. Simple processes transformed into monstrous, machine powered factories. As the number of factories began to grow nature began to be forced aside. While the harvesting and control of mana should have been enough the greed of men only seemed to grow.
While the mana harvesting industry was growing at a rapid pace it's growth was not without resistance. The united clergy of Forfall spoke against the growing industry, claiming that it would eventually overcome not only the holy lands of Forfall but the majority of the remaining unindustrialized areas of the world. The conflict between the two groups, while largely nonviolent, raged for several months before the leaders of both sides sat down and drew out terms of a sort of compromise. It was agreed that the holy lands of Forfall would remain untouched and that a number of “natural preserves” would be established.
A New Innovation
As the factories continued to grow so did the need for beings to run them. However, it was soon discovered that there was not enough beings in all of Forfall to man their factories. With this in mind the set about designing the newest perversion of their mana harvesting machines, constructs. Originally the constructs were designed to be automated and perform specific duties. It was quickly discovered that the day to day issues of running a mana harvesting factory required the ability to think on ones feet and this made the constructs inefficient at their purpose.
The Unseen Problem
While the industrial engineers turned their attention toward the construct issue another, much greater, problem developed without them noticing. While the harvesting mana was the biggest industry on Forfall it was far from an exact science. When raw mana was processed it created a bi-product of sorts. This bi-product accumulated in the machinery of the factories until it eventually began to seep out into Forfall itself. The bi-product proved to be a toxin that corrupted and twisted regular mana into a polluted form of what it once was. With everyone so focused on the construct issue the poison spilling out of the mana refineries began to silently creep through out the world.
Changing Of The Times
Eventually the solution to the construct problem was solved, they needed to be sentient beings in order to perform the tasks they were created for to their highest potential. A team of scientist discovered that if you infused a construct with enough mana it would gain that very sentience. Soon a series of factories were erected that would not only build more constructs but infuse them with the mana needed for them to be sentient. The clergy of Forfall argued against this, claiming that it was not the place of mortals to give life. Their pleas fell on deaf ears though as the constructs began to be sold to everyday citizens as well.
With the new found construct industry in full swing the need for mana grew even higher. Everything seemed to be going wonderful until the unthinkable occurred: The places where they had been harvesting mana from were beginning to run dry.
Acts Of Desperation
Seeing the problem before them the heads of industry quickly sprung into action to keep the mana harvesting industry alive.
First, they devised a smaller and cheaper form of energy that required less concentrated mana. These items were dubbed “Manasnaps” due to how easy they were to obtain and use. Manasnaps were simply the little bits of residue left over after a much larger quantity of mana was processed. This didn't matter to the people though, as they purchased them in ever rising numbers.
Secondly, the decision was made that a number of the natural preserves would be recalled so that they could be mined for all the mana that they contained. Again, the clergy of Forfall rose up to object to this, some even adopting areas to protect from the ever growing industrial empire.
Third, the highest ranking engineers in Forfall were gathered to begin construction on a device that would allow them to harvest mana from other places. Seeing as this theoretical tool would be used to gather up more mana it was given the name Extranet.
As the industrial empire continues to strip mine every bit of mana they can find the clergy of Forfall continues to rally against them.
However, it appears as though the clergy is not alone.
Recently, a number of very odd occurrences have been reported in the natural preserves. Incidents of wild animals attacking those who draw to near to the remaining forests to the trees themselves seeming to assault passersby continue to grow in number. There is whispered rumors that perhaps nature is attempting to retake Forfall from the industrial juggernaut, but those rumors are quickly dismissed when spoke of in a public forum.
There also appears to be strange activity occurring beneath the surface of the waters of Forfall. The merfolk, who had largely remained quiet during the expansion of the mana harvesting industry, have found their homeland is now the target of industrial probes. Refusing to allow the industrial empire to claim their home the merfolk have begin to fight back against the surface dwellers in a conflict that only seems to escalate on a daily basis.
All of this conflict has caused the industrial empire to begin to assemble forces to fight back. This military force is comprised of all manner of life across Forfall, including the constructs who were created by the very same industry they now defend.
Despite the fact that there is so much conflict between the three factions, the general populace is blissfully unaware of the situation. However, this can only last for so long as the conflicts continue to grow.
The bi-product has continued to run it's course has spread like wildfire through all of Forfall, twisting and corrupting everything it touches. As it continues to spread the three factions and even nature itself find that they are not immune to it's power. Unfortunately the only way to find an answer to the corruption is to attempt to band together, the stubbornness of the factions keeps this from happening though. Remaining unchecked the dark pollution continues to spread at an ever increasing rate and corrupts everything it touches.
As the engineers continue to work on the Extranet, they are starting to question just what it is they are building. Is it simply a net to acquire much needed mana, is it a bridge to these locations, or is it something else entirely? Regardless, they continue their work in hopes that once the Extranet is completed it will be the key to saving Forfall from the brink of Armageddon.
Drawing Power From Mana
While mana is becoming more and more rare in Forfall it does still exist. Due to the unnatural alterations to Forfall mana seems to be concentrated to certain locations.
White – The holy grounds of Forfall are few and far between but they are considered sacred by many. These holy grounds house elusive white mana that the priest who dwell there use to try and help the people of the chocking plane. Seeing themselves as healers the priests do their best to maintain balance in Forfall. They will soon find that despite their best efforts, they are stuck in the middle of a war that will effect the whole plane.
Blue – The pure waters of Forfall are mostly regulated to fountains and pools, but a few bodies of natural water still remain. In these areas of natural water blue mana is held and watched over by creatures of the water, chief among them being the merfolk. For years the duties of all of those who watched over the waters was to keep them pure and free, and each day that grows harder as the pollution from the factories creates more and more of the toxic sludge that threatens to not only destroy the pure waters of Forfall but blue mana on the plane entirely.
Black – The bi-product that seeped out of the mana refineries has taken on a life all it's own and can be called upon as a power source in it's own right. Seeing as this vile pollutant is the very essence of death most steer clear of them. However, there are those that believe that these cesspools contain untapped power. Those that dare to reach for the power find that it comes with a high price indeed.
Red – Formerly red mana was drawn from mountains and volcanoes. In Forfall red mana is obtained from the furnaces in the factories that process the mana. Iron monstrosities belch fire into the air creating an awesome sight that can be seen all across the plane of Forfall. Those who master those furnaces are among some of the most powerful red mana welders in the entire plane as well as some of the most dangerous.
Green – While the physical area of the wilderness of Forfall may be small, the power of it's green mana remains powerful. Only the bravest of souls dare venture into the wilderness to attempt to tame the savage power of green mana though. Those who do though quickly discover that the wilds of Forfall are growing tired of being confined and plan to unleash a rather aggressive expansion.
Will Forfall perish? Will the Extranet be the key to save Forfall? Will another entity emerge from outside Forfall and effect the plane in away not yet considered?
The only answer is, only time will tell. Unfortunately though, Forfall doesn't have much time left.
PROMOS AND PRIZE CARDS
Reclaim Nature :symgw::symgw:
Exile target creature. It's controller puts a green 1/1 saproling into the battlefield. "The energy here is not meant to be." -Orsel the Reclaimer of Forfell
Unknown Allies :symwu::symwu:
Until the end of turn, if you would draw a card you may also gain 1 life. "If the church and those damn fish-people realized they wanted the same things, we'd be in trouble." -Runciter Kshal, Vice President of Resource Managment, MANASNAPS Corporation
Resource Claiming :symbu::symbu:
Blue and black spells you cast can't be countered and blue and black permanents you control have hexproof until the end of turn. INDUSTRY MEANS GROWTH.
As an additional cost to play Consumerism, sacrifice any number of lands. Your creatures get +X/+0 and trample until the end of turn, where X is twice as many lands sacrificed to cast Consumerism. MANASNAPS: WITHOUT US, YOU'D BE LIVING IN THE DARK.
Stripping the Land :symrb::symrb:
Put a depleted counter on target nonbasic land. Lands with any number of depleted counters lose all abilities and have: ":tap:: Add to your mana pool. "They came and took everything. Everything."
Reach Into The Extranet :symw::symu::symb::symr::symg:
You may put up to two cards you own from from outside the game into your hand.
The Plane of Haminn
"The tide is rising."
On the landmass known as Himinn, the harsh winter has fallen upon the inhabitants. Humans huddle for warmth while their warriors take to the frigid seas to plunder and steal goods for them. Witches and their ilk stay to the outskirts of the cities in the warmth of their hovels, weaving and casting spells upon the very ones who have casted them from society. Elves, dwarves, and the other magical citizens of Himinn are on the brink of total war, with humans in the cross fire. All while, the creatures of the night prowl the edges of civilization’s limits, waiting for the perfect moment to strike.
Times weren't always like this. Winter use to be a time of peace, where all the inhabitance of Himinn put away their differences and rested within the warmth of their homes. In the short seasons of spring and summer, preparations had to be made to survive the long, cold winter. Because of this, even then there would be no conflicts. Now the blade holds the law of the land, as neighbor turns against neighbor, ally against ally, and the beasts of the dark move closer to claim their prize. This unrest has only recently occurred, ever since the Gods began to stop answering the inhabitant's prayers. Or perhaps, the prayers have fallen upon deaf ears.
The City of Draugar
Nestled within the woodlands of Haminn stands the walls of Draugr. The stone mixed with the very matter of the forest compose of the fabled walls of the impenetrable city. No monster has ever broken through the walls, nor has any raiders ever been able to scale them. Rumors have it that runes are carved within the wall that make them so impenetrable. The city is home to the dwarves, a rough bunch of small humanoids who live by their tools and trades. The small men and women scurry about on a daily basis, collecting firewood, tending to their kin, and making sure everyone stays warm and fed. Small communities of dwarves are scattered around the city, and many make commutes to trade and work within the tall stone walls. Lumberjacks, miners, bakers, and other occupations make up the general dwarven population. Some of the highest ranking dwarves have even bee able to control and use magic. With a mixture of battle hardened soldiers, wise wizards, mystic sages and healers, and even the grumpy workers, the city defenses are some of the best in the land.
The Vale of Brýnn
Far in the south, between the frozen tops of Renfjall, lies the Vale of Brýnn, which is brimming with life. There you can find small villages huddled together, forming a bigger town. While the town seems like an ordinary town populated by hunter-gatherers, hidden within you'll find one of the largest Elf populations in Haminn. The Elves have hidden themselves in plain sight and try to live peacefully with the population. They are the source of most magical incidents happening within the towns, along with the Faeries. Despite their efforts, there are still several, though often inaccurate, rumors in the village concerning the magical folk. The villagers make offers to them and worship them, to try and appease the magical folk.
The Settlements of Trostad
While humans and humanoids are scattered all over Himinn, many humans reside in the Trostad settlements that surround the city of Trostad. These settlements are near the Fimtan shores. The humans here are gruff and quiet people, whose tasks and trade range from fishing to hunting. The humans of Trostad control the larges agricultural crop in the land and often trade with other races and nations. However, Trostad is not known for their trade, but rather for their standing army. The fiercest warriors arise from these settlements. They are brutal and hold no remorse in battle. They are known for fighting on land, but carry their fame on the seas in their long boats. These Trostidian fleets travel the sea for other lands to plunder and steal goods to bring back to their cities. Forged in warrior tradition, these men and women live by the blade, and tend to strike first and ask questions later.
The Prehnite Order
No one is quiet sure where the Prehnite Order comes from. Some rumor they come from a distant land beyond the sea, or perhaps even another world beyond Haminn. The Order consists of priests and lawmages that carry their own faith and teaching in their travels. They declare the Gods and pagan ways of the residents of Haminn to be sacrilege and have made their mission to convert the “lost” to their faith. Many of the Prehnite settlements have been established near Trostad, which has lead to many battles and tensions between the Trostidians and the Prehnites. The Trostidians raiders often attack their settlements, while they fight back on land by kidnapping citizens and forcing them to submit to the new way of faith. The Prehnites are lead by a ruthless man whose face is hidden within a white veil, covered by a white hood. No one knows who he is, or what is name is, but he has been referred to as the Ghost of Trostad. Some say he is a fallen soldier who was resurrected by the Prehnite priests to betray his own kin. Some say that perhaps he may even be from another world, and has brought the Order as an omen of destruction. Whoever he is, and whatever the Order's purpose in Haminn, it is sure to be diabolical and threaten all the denizens of Haminn.
These swamps to the east are home to the Trolls. Not only do they live in the bogs, but also in small caves and dens surrounding the Fen Myrr. They are large and usually very dumb. Their hides are impenetrable, and no known weapon can puncture them. Besides being resilient and strong, they are very secretive and keep to themselves. While they are not grotesque by any mean, they usually are unattractive and carry a slight foul stench around them. One characteristic that is known about trolls is that they are afraid of lightning. They are also rarely helpful to humans and other creatures. Lately, the trolls have been wandering from their homes and attacking livestock, stealing sheep, cows, and goats from secluded farms. This has caused some unrest, since it has been rumored that the trolls have become very violent in behavior.
These cold waters surround the main land as well as the many archipelagos of Haminn. The sea is the main source of life for all denizens of Haminn. Besides the dwarves who live very inland, many humaoids depend on the sea for food and for transport from land to land. The sea is also home to many creatures, such as the selkies. Selkies are beautiful maidens that swim the oceans, calling to unwary sailors and luring them into the cold waters below. Some warriors have set sail just to capture a Selkie to make them their brides. Few are ever successful and never return from the icy griptide. The sea is also home to many monsters, such as sea serpents. But none are more famous or feared than the dreaded Leviathan. As if it was woven of the very fabric of nightmares, even the strongest and fearless warriors tremble at the name of the Leviathan. Said to dwell in the edge of the world when the sea's ends meet, the Leviathan is said to have a maw large enough to swallow an entire island.
Promir, home of the Gods
Above the highest clouds of Haminn is nestled the great kingdom of Promir, home of the Gods. Its palaces forged from gold and sunstones, a prized possession of the Gods. From their perch upon the golden thrones, the Gods protected the land of Himinn from evil and maintained the balance between the just and the wicked. Now the golden halls are stained with their blood. Many of the Gods have fallen at the hand of Lorael, the son of the King of the Gods, Ivaar. Lorael plotted against his father and took the throne by force, slaying many of his fellow brethren in the process. The inhabitants of Promir that escaped with their lives have fled to Haminn, disguised in mortal forms to avoid persecution from the new dark lord. Lorael has subjected his father to an eternal sleep, locked within a case of sunstone that is protected by a powerful hex. Lorael's power has grown with every slain God. He is also in command of the entire fleet of Valkyries, the heavenly soldiers of Ivaar. He now has complete control over the heavenly realm of Promir, and has set his eyes upon the cold world of Haminn.
News of the coupe have thrown Haminn into a state of panic and chaos. With the Gods fallen, and Ivaar unable to protect the mortals and humanoids, there is nothing to ward off the beasts or the dark lord Lorael. His Valkyries have lain siege to city walls and destroyed the last defenses to the dark and harsh world outside. Those warriors who have lost all hope have lain their swords in service to Lorael. They set sail and begin to pillage the villages of those who still fight in the name of Ivaar. The land is in utter turmoil, and it seems there is no hope in any direction. Lorael has begun to close his cold, steel grasp upon the frigid world. But the winds carry a prophecy upon their soft wings.
Ivaar had another son; a young boy named Kalen. Kalen is Lorael's younger brother. In the uprising against their father, Kalen defended the kingdom of Promir against his brother, but was tricked and flung off the edge of the clouds to his fate below. As he fell, it is said an explosion or spark ignited in his chest and he disappeared from sight. They say that he was taken to another world. The prophecy speaks of Kalen's return, and with his return he will use the fury and power of this new world to overthrow his brother and restore the balance to Haminn. But as the days become darker and colder, and there is no sign of Ivaar's lost son. Time is running out, and soon the darkness shall consume this world.
Trostad Raidcaptain 2RR
Snow Creature – Human Warrior
When Trostad Raidcaptain comes into play, put two 1/1 Human Snow Warrior tokens into play.
Berserk 5R(If this creature does not have a berserk counter on it, tap it and put a berserk counter on it. Creatures with berserk counters attack each turn if able.)
Whenever Trostad Raidcaptain attacks for the first time each turn, if it has a berserk counter on it, untap all creatures you control that attacked this turn. After this phase, there is an additional combat phase.
There is our CC-entry.
However, if there is something else, please contact rhakee, since I'll be offline for the whole weekend and won't respond to PM until sunday evening.
A Planeswalker's Guide to Atermunos
When first arriving on Atermunos, one will notice that there is no sun. The plane is heated by the seismic activity of the underground and light is almost non-existant.
Yet in these hard conditions life is still present, however be careful when walking around, since predators lurk in the dark. The absense of light has made it so almost no living creature has eyes, so their other senses are sharpened to the extreme and even the smallest noise can lead to a premature end. The hostility of the wildlife has lead the plane to have no non-predatory animals, and the only organized inhabitants would be the angelic tribes in the sky, the demons of the deep and a tribe of fishlike creatures known as scaroths who prowls the few watery areas.
This is a world endless darkness with no law or order, except for a few places in the sky where the angels roam. Though, the darkness has corrupted their sense of of judgment and they are on an endless crusade to purge all living and undead in the realm. A local saying goes: A flapping of wings brings an end to things.
Deep in the underground, home of the Geshk geomancers have devoted themselves to keep the world running, protected by massive golems and fiery elementals, these geomancers spend their lives controlling the seismic activity of the planet. You do not have to go far away from the chambers of the Geshk to find the demonic tribes. Performing sacrificial rites, capturing, enslaving and feasting on hapless creatures, these demons seek to dominate the world. Aided by their shades, which roam freely in the darkness, you never know when the demon strikes.
Despite the power of wildlife, no life without water, and drinking water is a dangerous task. The scaroths occupy the waters, the best can even feel slight disturbances from miles away and the scarots usually trap the ponds, so getting away is an immensely difficult task as well.
In the late years the darkness has extended its reach, it is not the demons who has begun taking over. A foreign power has appeared and has twisted the fragile power balance. When it first arrived it was so weak that nobody noticed it, as it grew more powerful, residents of the realm could sometimes hear whispers woth promise of power in exchange for eternal servitude. The ones who take the offer give up their lifeforce and serves as powerful undead protectors of Nightwalker's domain. Guarded by the undead protectors the Nightwalker's power has reached unparalled powers in the plane and has set his machinations in motion and begun taking over the plane.
Places of Interrest on Atermunos:
Skyhenge is an oddity on Atermunos, located in the sky where the air is so cold that even a fire elemental would be freeze to the core, the largest angelic tribe resides. It is also one of the few places where there is light as the angels emit it. There is hardly any angels there except for the guards and the holy council as the angels spend all their time culling the life and unlife of the plane in the name of their master: Moriath. In Skyhenge there is only one place guarded better than the holy council. That place is the lifeforge, where souls of angels fallen in combat returns to and reincarnates.
The Preying Grounds:
Atermunos largest inhabitated surface area is known as The Preying Grounds. Located on top of a very large seismic active area, there is some sort of vegetation and the place houses the strongest and meanest predators of Atermunos. Even the angels never approach this place, unless their numbers are significant, but even then the casualities would be immense. It is rumored that there exists a predator who has lived on the plane since its creation, however noone has ever seen it and lived to tell the tale, so it is only speculation. It is the place where the mightiest predators of other places go to by need, when they have run out of prey where they come from and most of them are nothing compared to the average inhabitant of The Preying Grounds. So proceed with caution.
The set of tunnels and chambers in Atermunos is simply known as The Underground. In The Undergound you will find the Geshk and the demons. The top layers of the tunnels and chambers are usually housed by the Geshk. However, if you go further down the demons infest the tunnels and chambers. It has not always been like that, but since the Nightwalker's appearence the demons have been force out of the Heart of Darkness, which is a stronghold deepest down in the underground. The demons appearence in the tunnels have made the Geshk start using their golems again, which had been standing as motionless guardsmen for centuries.
Heart of Darkness:
Located deep in the underground, the Heart of Darkness is a stronghold carved out directly from the stone and decorated with bones of countless dead. Formerly the fortress of the demons, this place now serve as residence for the Nightwalker. The corridors are filled with undead abominiations and only the cruel art, decorations and sacrificial chambers reminds of the fact that there was once demonic overlords who ruled this place. The fortress itself have an impregnable defense, which is why nobody ever believed it would fall. The only entrace is known as the skeleton gate, not because of who guards it or what it is made from, but because of the huge pile of skeletons lying around outside it from the enemies who tried to break through it.
The Fever Sea:
Drinking water from The Fever Sea is not for the faint of heart or people with a weak stomache. It has gotten its name from the many bodies floating around in the water, the prey of the Scaroths. Somewhere in the deep underwater caverns the Scaroths live. The Scaroths however, is not the only ones who swim the sea, krakens and leviathans are common sightings as well and just like the rest of Atermunos, only the strongest of them survives. The waterbanks and sea are filled with clever traps engineered by the Scaroths to catch unaware prey or weaken the mighty predators so they become killable.
Notable tribes on Atermunos:
The Geshk are a proud people who has devoted their entire life to keeping the seismic activity on Atermunos going, thus making it possible to live on the plane. They are renowned for their golemancy and massive firepower. Their spiritual leader a lavamancer named Brath is so powerful that if he was to die, the plane would probably freeze over. Few meddles in the affairs of the Geshk, but the ones who do and lives to tell the tale are few, most are simply disintegrated before even having a chance to flee. A few beings on Atermunos knows why the Geshk are to be feared, their survival instincts simply tell them to stay away and go somewhere else.
The angels are rarely seen in the underground and spend most of their time purging the surface of the plane. Driven mad by the endless darkness and hostile plane, the angels are not a peaceloving and forgiving society. They are by far the most fanatic killers on the entire plane, while predators do kill a lot, it is nothing compared to the aggression of the angels, since predators only kill to eat. The angels kill for the sake of killing. Moriath, the master of angels and selfproclaimed god of Atermunos is nothing but a fanatic. While the angels believe that the Holy Council is keeping Moriath in check and verifies all his orders before they are executed, are being deceived. The truth is that Moriath has slaughtered the holy council and purged their souls to make them unable to reincarnate. His reasons are unknown to anyone, but himself and maybe the Nightwalker.
These fishlike tribes of humanoids are the unconditional rulers of the sea in Atermunos. While they are by no means the most powerful dwellers of the deep, their cunning is second to none. Even the mightiest of krakens and leviathans have fallen prey to their traps anc trickery. Though powerful, the Scaroths are unable to ever leave the water without the continued use of magic, since they cannot breathe above the surface. There is no ruling tribe amongst the Scaroths: Ethrack, the Kraken-Slayer, and the tribe he is the cheif of, are some the other Scaroths respect, but they do not obey unless they benefit from obeying.
The Demons, a small yet proud and vengeful society were once the defacto rulers of the underground. However since their master Rax-Tidat got enslaved by the Nightwalker they have been exiled to the upper areas of the underground to both the dissatisfaction of the Geshk and themselves. While currently culled and seemingly weak, make no mistake, the demons are still amongst the most powerful beings on Atermunos second only to the mighty predators of The Preying Grounds. The biggest blow dealt to the demons after their exile from th Heart of Darkness has been the loss of most of their shade network. Without information about the plane it is hard to find new contractors which is vital for preserving their power.
The Nightwalker's Influence:
Since the Nightwalker arrived the power balance has tilted. Necromancy was not an art practiced by any beings on Atermunos and the power to reanimate the mighty predators has destroyed the fickle power balance of the hunters and the hunted. It is said that the Nightwalker wants to absorb the lifeforce of all the beings on Atermunos to gain power to have his revenge on a being so powerful that almost destroyed him some time ago. His promises of power have lead many to follow him, he is even said to have a network of prominent figures in the different tribes who informs him about the progress of the plane and subdues creatures for him to feast on. They are the most powerful of his followers, who retained their life and free will, and willingly serve the Nightwalker in their lust for power.
The recent occurence of unlife on the plane has also made the angel Moriath intensify the purging of the plane and ordered the angels to mutilate every enemy they face to prevent them from rising again. Though, even the angels are infested by spies of the Nightwalker and the increased purges might even be a part of his plan, since it is impossible to say how far his reach really has gone.
The only thing that is certain, is that the infuence has spread to all of Atermunos, making the Nightwalker something that cannot be ignored any longer and has even drawn the attention of other planeswalkers.
Mask of Night's Reach Legendary Atrifact Rare
When Mask of Night's Reach enters the battlefield chose a colour. Permanents of the chosen colour have Indestructible and Darkness (When this permanent enters the battlefield, you may put a darkness counter on a permanent an opponent control).
Permanents with darkness counters on them cannot block and their activated abilities cannot activated unless they are mana abilities.
At the beginning of your upkeep sacrifice a permanent other than Mask of Night's Reach or you lose the game.
Redacted- I like the steam punk feel of the plane. I dislike that it does sound a bit like New Phyrexia. It's still a nicely balanced, interesting idea for a plane.
The Crafters- Very flavorful. I like that it is a more old-school type of plane, which is something we haven't seen in a while.
Clan Mono-Black- Feels very...well, Mono-Black. It doesn't really seem like a place that anyone would want to visit, regardless of the "Nightwalker" hook.
Our rankings of the Promo Cards:
The Crafters- She seems powerful for a promo card, but that's actually a good thing. I'd be excited to snag a copy. I dig the new mechanic, too.
Redacted- Each one seems like a good card, but I don't understand why they're all hybrid costed. I suppose that's something that would be explained as part of the plane. "Reach the Extranet" feels under-powered, too.
Clan Mono-Black- I'm only guessing, but the "Night's Reach" part feels like it's a clue to the identity of the "Nightwalker". Darkness seems like an ok mechanic, but I don't think it would excite a lot of players.
I assume that means:
CMB: 3, 3
Redacted: 1, 2
Crafters: 2, 1
House Dimir (1,2):
I really enjoyed the history of the plane and I could easily see it as some sort of steampunk plane, which I think would be so awesome.
The prerelease promos, however, did not excite me as much since I believe they would push certain deck types and cull creativity, but overall they were still quite flavourfull.
Spirit of EDH (3,1):
The story did not really suit me, I think it was too cliché somehow. Not that it was bad, it just did not feel refreshing and new so compared to the other entries it fell a bit behind.
The prerelease card was quite interresting. I really enjoy the Berserk mechanic, since it has the ability to make lategame topdecks less bad for aggressive decks while not being gamebreaking and unstoppable for control decks to deal with.
The Crafters (2,3):
The story of the plane is nice, it feels like it is well engineered, but I didn't feel that extra "oooh"-factor that would really make excited for a plane.
The prerelease card, I do not like. It is mostly the harvest mechanic that is a huge turn-off. In a vacuum it might be interresting, but I cannot help but feel like it would be too exploitable in the way it is contructed.
3rd place plane, 2nd place card
2nd place plane, 1st place card
1st place plane, 3rd place card
Only one Crafter gave detailed reasons for their choices:
Although the theme of a people descending into conflict due to a magic influence is not original, I kind of like the ideas Redacted had about them. That said, it sounds a lot like steampunk, including the heavy influence on industry. As for the cards, it's a bit of a case of doing more than is needed. The consequence is that there's not more to praise, but more to be criticised. Most of them are not interesting. And I think especially Consumerism is overpowered (which can end a game in three turns), certainly when compared to the other cards. And Reach into the Extranet, although a nice idea, is I think not really feasible.
- Spirit of EDH
They've spent some time on the plane, but in my eyes it's just too much Skyrim/Norse mythology. It's a) not my cup of tea and b) unoriginal. I like the card, even if it's a bit simple perhaps, despite the many things going on with it. I would only like to warn Spirit of EDH that Berserk is a purely negative ability, which should always be amplified with a positive ability on the card itself, which can lead to full cards (a lot of oracle text in them). Still, it's a solid card.
I like the plane idea, not just because of the setting itself but also because the dark world corresponds with Clan Mono Black. I like the card, but in my view it has too many things going with it. First of all it propagates using just one colour (and playing against the same colour nullifies the usefulness of the card). Permanents become indestructible and have darkness (which puts counters on opposing permanents). Then the card gives permanents with darkness disadvantages, which also means that a darkness counter by itself does nothing. So what does that mean, would there be other cards in the set that also influence permanents with darkness in other ways? In which case, would it not become too much? Or is this card the only one which deals with 'darkness', in which case that's boring and not really a good use of such a counter. And on top of that, the player with the Mask of Night's Reach must sacrifice a permanent each turn (probably to balance the card, which is a sign that the card is probably overpowered and should just be toned down, maybe by removing the indestructible part).
And now for the very scientific process of choosing a winner! This is the average of the three scores given to you by the other clans. The clan with the lowest score in the first number will win. If there's a tie, we look at the second number. Very easy!