For as long as its existence, Leyardor has been a dying plane. Perhaps "plane" is a fitting term in more ways than one: the world is completely flat. Leyardor has several landmasses, but most of them comprise nothing but desert for miles and miles around. Between them flow rivers and seas, always finding their way to the edge of the world. Said edge is hemmed in by massive, icy mountains, through which no one has ever traveled. The water has only one outlet: a tremendous, roaring waterfall-vortex that falls off the side of the plane and into the void.
Some life still finds a way here, of course. Most of civilization is in nomadic bands that travel across the deserts; there are few towns. To survive nature, these nomads must rely on their wits... and maybe a few natural resources of their own.
Forgotten Oasis
Land (R)
Forgotten Oasis enters the battlefield tapped. t: Add U to your mana pool. 1UU,t: If target creature you control would be destroyed this turn, return it to your hand instead.
Cessation
The plane of Leyardor is in turmoil. All of its fresh water comes from one spot in the center of the world. It erupts out of the Ocean of Oceans, seemingly coming from deep within the earth. But now that flow has ceased. With that has come a trembling of the ground, small earthquakes that seem to occur more and more frequently. Worst of all, it seems that some of the mountains ringing the plane have simply... fallen off.
The Water at World's Edge
Legendary Land (M) t: Add 1 to your mana pool. ,t: Each player chooses a permanent of each type. Exile those permanents. From its maw nothing has ever returned.
Fusion
And now, it is clear. Leyardor is planar no more. The edges of the world have drawn together, closing. The mountains are crashing into each other; the water no longer drops off the edge. The world has become a sphere.
What could have caused this to happen? What being could possibly have the power to change the shape of an entire world?
Presence of the Omnipotent WUBRG
Legendary Enchantment (M)
Whenever you cast a spell, exile that spell, then put a soul counter on Presence of the Omnipotent.
Remove a soul counter from Presence of the Omnipotent: Search your library for a permanent card and put it onto the battlefield. Activate this ability only as a sorcery.
I was going to focus on the conflict from the Phyrexian side, from the creation of Phyrexia (the first group of cards) through Yawgmoth's introduction to Phyrexia (the second group) to the sealing of Phyrexia at the end of the Thran Civil War (the final group of cards).
Sounds grrrreat! :thumbsup::D:thumbsup:
Edit:
Just remember Phyrexia wasn't called "Phyrexia" until after Yawgmoth took over, so you'll have to name it something other than "Phyrexia ____.
There are very few planes that are truly limitless in size, infinite in all directions. They do exist, however, and one, perhaps the strangest, is known as Mneor.
Mneor is made of almost entirely stone, with even the vast cave and tunnel systems that wind through it barely amounting to a tenth of the parts of the plane that is rock. There is no sky on Mneor. There are no stars on Mneor. Just stone in all directions.
W - W
However, there is still light, as, like any other plane, Mneor is saturated with mana, and the white mana of Mneor comes together and forms massive loci of mana, which blaze white hot and act as miniature suns, slowly winding their way through the endless tunnels they themselves seared through the rock of Mneor, and breaking out into titanic caverns, just to meander through those caverns, and disappear into another tunnel on the other end, granting these caverns a kind of night/day cycle.
U - U
There is water as well, as, from an unfathomable distance above, an apparently infinite supply of water drains through the unending length of Mneor. This flow of water forms mile-long waterfalls, rivers of ice-cold water, deep oceans within flooded caverns, and even portions of the cave system where everything rests underwater.
B - B
This eternal flow of water has slowly shaped the structure of Mneor, and pushed mountains of rich deposits into dark, deep places that were themselves created by the rush of water. These long, wide, low-slung caves are dangerous, as acidic vapors constantly waft from the sludge of water and unknowable material that coats them.
R - R
As is natural to any plane that exists as almost pure stone, there are places where lava flows. These places, despite the unbearable heat, still exhibit life, as organisms actually grow to gain sustenance from the sweltering atmosphere, or simply shield themselves from it.
G - G
With both water and light in this world, there are naturally the flora that has grown to exist. From the towering trees that litter the floor of the sunlit caverns, upon the banks of a cold river, to the pale kelp that drifts in the deepest oceans of the plane, to the foot-thick layers of moss that struggle for survival in the acidic caves where deposits have flowed to.
Humans
Humans are found in any imaginable place upon Mneor, but their cities are only found in a few locations. The most common, widely known humans make their home in the great caverns where the white suns pass overhead. The mariners and fishermen societies of Mneor can also be found under the sun, but they are far more common in the dark caverns lit only by flourescent stones upon the edge of vast, still seas. Lastly, some humans, widely considered barbarians by their fellows, dwell in the fiery caverns, where pools of lava are always visible.
Grimlocks
Similar to goblins in other planes, grimlocks aremore feared in Mneor than any other race. They number in millions, blind, silent, and furtive. They do not seek to better themselves, yet show organization in the way they hunt. Their homes are alcoves they carve into the ceiling and walls of the dark deposit slicks, and the tunnels many of the suns pass through. They take residents in these places for their immunity to both the sulfuric fumes of the dark places and the burning heat of the white suns. The race seems to have a common fear of wide open spaces, so, many societies use that to shield themselves from these creatures.
Surrakar
The great hulking frog-men, as they are known. Unwieldy on the ground, but dangerous and elegant under the surface of the water. They spend most of their time in the dark places of Mneor, building their few cities upon the banks of dark seas next to the mariner humans. Merfolk and surrakar do not get along all that well, however, making for strained relations. Part of the reason for this is that a few surrakar spend time in the mineral deposits, holding their breath as they do underwater, seeking information in the rich sludge about the origin of the plane. The surrakar are formidable in a fight, as their camouflage skin allows them to ambush smaller foes with their massive bulk with relative ease.
Fungi
Perhaps the most unusual race in Mneor, fungi are a relatively intelligent species, not as much as humans or merfolk, but still smart enough to build cities. They have taken up residence in the forests upon which white suns shine, deep in the bowels of Mneor where lava flows, and even in some fringe societies on the edge of the mineral deposits. Fungi can grow to any size, given they have enough time to grow. This results in their elders towering above most any other creature.
Merfolk
Merfolk are much the same as they are on any other plane, except, perhaps, slightly paler. They have a continuing conflict with surrakar which occasional erupts out into war between two cities, but they are otherwise largely peaceful. Merfolk spend almost their entire lives underwater, only occasionally surfacing to converse or deal with humans or to chase a quarry that has tried to escape them. There are, however, a few merfolk communities that live in the rivers that stretch through sun-lit forests, where they have strong relations with fungi.
Trolls
Far more civilized than they are on other planes, trolls are large, tough creatures which take upon themselves the burden of being messengers between the sparse societies of the world. They abhor spending too much time in the dark places, however, and try to spend their lives traveling to and from sun-lit caverns, forests, or belching lava pools. Every city in these locations has at least a few troll residents.
Pressed for time, so, the rest is going to be thrown together.
Minor tribal theme.
Delve returns in UBR.
Flying is only seen on one or two cards, replaced almost entirely by intimidate.
Second and third set have a 'colorless matters' theme.
Vinini Route Mapper2GG
Creature - Troll Scout R
Intimidate. T: Remove any number of target Troll creatures you control from combat. "Careful out there. Grimlocks are moving a lot in these tunnels."
3/3
Veins of nullstones, a perviously dormant, grey stone, have begun awakening, appearing to be contain a powerful font of colorless mana which begins to change things. Grimlocks going crazy because of it.
Grimlock Predator1(2/W)(2/B)
Creature - Grimlock U
Protection from white and from black As the grimlocks moved out of their homes and began attacking other races, their immunity proved more and more useful.
3/2
A silent planeswalker visits. Seems to have something to do with the nullstones. Fighting between surrakar and merfolk breaks out during a conflict with a particularly large horde of grimlocks, irritating the other races, and scaring relationships. Nothing too major happens here, just setting a stage.
Scalding FlowXRR
Sorcery R
Delve (You may exile any number of cards from your graveyard as you cast this spell. It costs 1 less to cast for each card exiled this way.)
Scalding Flow deals X damage to each creature without flying. In some places, active nullstones dropped into pools of lava, resulting in unprecedented destruction.
For as long as its existence, Leyardor has been a dying plane. Perhaps "plane" is a fitting term in more ways than one: the world is completely flat. Leyardor has several landmasses, but most of them comprise nothing but desert for miles and miles around. Between them flow rivers and seas, always finding their way to the edge of the world. Said edge is hemmed in by massive, icy mountains, through which no one has ever traveled. The water has only one outlet: a tremendous, roaring waterfall-vortex that falls off the side of the plane and into the void.
Some life still finds a way here, of course. Most of civilization is in nomadic bands that travel across the deserts; there are few towns. To survive nature, these nomads must rely on their wits... and maybe a few natural resources of their own.
Forgotten Oasis
Land (R)
Forgotten Oasis enters the battlefield tapped.
t: Add U to your mana pool.
1UU,t: If target creature you control would be destroyed this turn, return it to your hand instead.
The plane of Leyardor is in turmoil. All of its fresh water comes from one spot in the center of the world. It erupts out of the Ocean of Oceans, seemingly coming from deep within the earth. But now that flow has ceased. With that has come a trembling of the ground, small earthquakes that seem to occur more and more frequently. Worst of all, it seems that some of the mountains ringing the plane have simply... fallen off.
The Water at World's Edge
Legendary Land (M)
t: Add 1 to your mana pool.
,t: Each player chooses a permanent of each type. Exile those permanents.
From its maw nothing has ever returned.
And now, it is clear. Leyardor is planar no more. The edges of the world have drawn together, closing. The mountains are crashing into each other; the water no longer drops off the edge. The world has become a sphere.
What could have caused this to happen? What being could possibly have the power to change the shape of an entire world?
Presence of the Omnipotent WUBRG
Legendary Enchantment (M)
Whenever you cast a spell, exile that spell, then put a soul counter on Presence of the Omnipotent.
Remove a soul counter from Presence of the Omnipotent: Search your library for a permanent card and put it onto the battlefield. Activate this ability only as a sorcery.
Sounds grrrreat! :thumbsup::D:thumbsup:
Edit:
Just remember Phyrexia wasn't called "Phyrexia" until after Yawgmoth took over, so you'll have to name it something other than "Phyrexia ____.
Sig by Rivenor
Cube. The best way to play Magic. PERIOD. Come over and check it out. Also, check out my Peasant Split Card Cube.
The World of Pokemon RPG has been rebooted. Come over and check it out.
Set Creation Projects: Archester: Frontier of Steam Come over and check out our AWESOME Steampunk set.
(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)(U/R)(R/W)(W/U)
There are very few planes that are truly limitless in size, infinite in all directions. They do exist, however, and one, perhaps the strangest, is known as Mneor.
Mneor is made of almost entirely stone, with even the vast cave and tunnel systems that wind through it barely amounting to a tenth of the parts of the plane that is rock. There is no sky on Mneor. There are no stars on Mneor. Just stone in all directions.
However, there is still light, as, like any other plane, Mneor is saturated with mana, and the white mana of Mneor comes together and forms massive loci of mana, which blaze white hot and act as miniature suns, slowly winding their way through the endless tunnels they themselves seared through the rock of Mneor, and breaking out into titanic caverns, just to meander through those caverns, and disappear into another tunnel on the other end, granting these caverns a kind of night/day cycle.
U - U
There is water as well, as, from an unfathomable distance above, an apparently infinite supply of water drains through the unending length of Mneor. This flow of water forms mile-long waterfalls, rivers of ice-cold water, deep oceans within flooded caverns, and even portions of the cave system where everything rests underwater.
B - B
This eternal flow of water has slowly shaped the structure of Mneor, and pushed mountains of rich deposits into dark, deep places that were themselves created by the rush of water. These long, wide, low-slung caves are dangerous, as acidic vapors constantly waft from the sludge of water and unknowable material that coats them.
R - R
As is natural to any plane that exists as almost pure stone, there are places where lava flows. These places, despite the unbearable heat, still exhibit life, as organisms actually grow to gain sustenance from the sweltering atmosphere, or simply shield themselves from it.
G - G
With both water and light in this world, there are naturally the flora that has grown to exist. From the towering trees that litter the floor of the sunlit caverns, upon the banks of a cold river, to the pale kelp that drifts in the deepest oceans of the plane, to the foot-thick layers of moss that struggle for survival in the acidic caves where deposits have flowed to.
Humans are found in any imaginable place upon Mneor, but their cities are only found in a few locations. The most common, widely known humans make their home in the great caverns where the white suns pass overhead. The mariners and fishermen societies of Mneor can also be found under the sun, but they are far more common in the dark caverns lit only by flourescent stones upon the edge of vast, still seas. Lastly, some humans, widely considered barbarians by their fellows, dwell in the fiery caverns, where pools of lava are always visible.
Grimlocks
Similar to goblins in other planes, grimlocks aremore feared in Mneor than any other race. They number in millions, blind, silent, and furtive. They do not seek to better themselves, yet show organization in the way they hunt. Their homes are alcoves they carve into the ceiling and walls of the dark deposit slicks, and the tunnels many of the suns pass through. They take residents in these places for their immunity to both the sulfuric fumes of the dark places and the burning heat of the white suns. The race seems to have a common fear of wide open spaces, so, many societies use that to shield themselves from these creatures.
Surrakar
The great hulking frog-men, as they are known. Unwieldy on the ground, but dangerous and elegant under the surface of the water. They spend most of their time in the dark places of Mneor, building their few cities upon the banks of dark seas next to the mariner humans. Merfolk and surrakar do not get along all that well, however, making for strained relations. Part of the reason for this is that a few surrakar spend time in the mineral deposits, holding their breath as they do underwater, seeking information in the rich sludge about the origin of the plane. The surrakar are formidable in a fight, as their camouflage skin allows them to ambush smaller foes with their massive bulk with relative ease.
Fungi
Perhaps the most unusual race in Mneor, fungi are a relatively intelligent species, not as much as humans or merfolk, but still smart enough to build cities. They have taken up residence in the forests upon which white suns shine, deep in the bowels of Mneor where lava flows, and even in some fringe societies on the edge of the mineral deposits. Fungi can grow to any size, given they have enough time to grow. This results in their elders towering above most any other creature.
Merfolk
Merfolk are much the same as they are on any other plane, except, perhaps, slightly paler. They have a continuing conflict with surrakar which occasional erupts out into war between two cities, but they are otherwise largely peaceful. Merfolk spend almost their entire lives underwater, only occasionally surfacing to converse or deal with humans or to chase a quarry that has tried to escape them. There are, however, a few merfolk communities that live in the rivers that stretch through sun-lit forests, where they have strong relations with fungi.
Trolls
Far more civilized than they are on other planes, trolls are large, tough creatures which take upon themselves the burden of being messengers between the sparse societies of the world. They abhor spending too much time in the dark places, however, and try to spend their lives traveling to and from sun-lit caverns, forests, or belching lava pools. Every city in these locations has at least a few troll residents.
Pressed for time, so, the rest is going to be thrown together.
Creature - Troll Scout R
Intimidate.
T: Remove any number of target Troll creatures you control from combat.
"Careful out there. Grimlocks are moving a lot in these tunnels."
3/3
Creature - Grimlock U
Protection from white and from black
As the grimlocks moved out of their homes and began attacking other races, their immunity proved more and more useful.
3/2
Sorcery R
Delve (You may exile any number of cards from your graveyard as you cast this spell. It costs 1 less to cast for each card exiled this way.)
Scalding Flow deals X damage to each creature without flying.
In some places, active nullstones dropped into pools of lava, resulting in unprecedented destruction.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝