ADVENTURES IN ROHENTA: THE "WINNER IS PARTY LEADER" GAME
A Whole New World, A Whole New Format, Similar Fun
Welcome to Generation III of Socrates-Designed MTGSalvation Multiplayer Gaming
Preface/Greetings:
Hello again. Yes, after an extended and unannounced hiatus I am perhaps foolishly back and ready to try another one of my oversized projects on these forums. For those of you who played Kardia and Atruna and Maginon, I apologize that those games were, as it turned out, too big for me to handle. Accordingly, this new game is, in a sense, smaller, but also, potentially bigger. You'll see.
WHAT EVEN IS THIS GAME?:
This is, like my games that came before it, a classic fantasy, party-based role playing game set on a large scale. However, the mechanics are completely and entirely different from the games that came before it to facilitate my being able to run it quickly and effectively.
You all are adventurers in a single party, venturing forward into the unknown plane of Rohenta after a mysterious wormhole dropped you all here together. As the party moves through the world, it is faced with challenges, quests, obstacles, and mundane decisions that it must make. In the face of these decisions, you must employ that which we all love here: Magic (the Gathering)!
Yes, this game is essentially a Winner is Judge game, except that I am always the judge. The winner of each challenge, however, does get a great honor: Deciding what the party does next. In a sense, it is though you are competing to control the protagonist in a Skyrim-esque game, except you are all separate adventurers (because it feels more epic that way). The world is epic and large, and there are many stories to discover, factions to join or destroy, and endless opportunities. The ability to focus on one story will let me tell a much much better story.
SO HOW DO I ACTUALLY PLAY?:
It's very simple. Scroll back and see what the most recent party challenge/decision is, make a card within your party's resources (explained later), and post what you would have the party do if you win. To give an example, if you see a thief escaping a crime scene, you could decide to have the party pursue him, or leave him be, or even help him escape. Your card, accordingly, should reflect your desired action.
Your post should basically look like this:
Card NameXXX
Type - Subtype (C/U/R/M)
Stuff Flavor
If I Win: The party does this really cool thing that I've explained well.
Cards will be graded on the Kardian scale: A score from 0-10 evaluating the card as a Magic card, and another score from 0-10 evaluating how well the card plays into your proposed plan. Now remember, even though tactics and decisions are usually represented by instants or sorceries, I encourage you to try permanents as well, as sometimes forcing yourself to innovate yields the best results.
After at least three entries have been made, I will judge the winner, write out a little scene based on what happened, which will of course lead straight into another challenge or decision for the team to face. Drop in or out any time. You don't have to have posted in this thread before to participate, even if the group is mid-quest.
MORE SPECIFIC RULES AND DETAILS (MUST READ):
Alright, so now that you hopefully get the basic idea, here are some specifics: The party has a single mana pool and inventory. Mana will be discovered frequently during the adventures. Each time I pick a winner, the mana to cast that spell is removed from the party's mana pool. Be mindful of this. If spending colored mana as colorless mana, be sure to specify what you spend.
As far as what you can have the party do, you can do pretty much anything you like, from something as small as "go back to [place] and ask if they need help" to "kill the dragon" to "travel into unknown territory north of [place]."
This seems like a good time to mention something that will help make this game accessible: The Encyclopedia Rohenta. Located conveniently at the bottom of this post, it contains links to: A map of Rohenta that will become more complete as the party explores new places, a guidebook with descriptions of each location and descriptions of the most notable NPCs, a Quest Log that contains a list of completed quests and the journal of events in all current quests, and a leaderboard which should be obvious.
Now, one last thing before you're ready to play: In my other games, the player has been represented by an avatar. In this game, you don't have one. However, you are very welcome to roleplay a character. But you don't have to. If you do this, please include a little description of yourself in each post, so that I can keep it in mind when writing story bits.
The party arrives, or rather falls through a wormhole, in the middle of the town square in Corthyn. You are the adventurous type, so this mysterious disappearance forever taking you away from everything you've ever known or cared about doesn't really affect you. Rather, you take a moment to gather yourself, make introductions with your wormhole-mates, and decide what to do. (Note: Use the Guidebook to see what's in Corthyn to do, or leave town by going north, south, east, or west.)
Party Mana Pool: WWUUBBRRGG
Party Inventory: None
CHALLENGE: Introduce yourself and make a card that represents getting your bearings and starting your journey however you see fit.
RESTRICTIONS: None
(Obviously, don't forget an "If I Win" or this whole game is pointless. It should be as detailed as it needs to be.)
Loomis is a young wizard with a natural talent for arts that lie on the edges of sleep and death, including dreams, necromancy and reading fate. He is a lover of knowledge and not as reclusive as one would think. If given a chance, he is quite trustworthy and willing to use his abilities toward a common goal.
Glimpse of FateUB
Sorcery U
Reveal the top three cards of target library. Its owner puts one of them into their hand and the rest into their graveyard. "In dreams we see many things, but cannot always fathom what they mean..." -- Loomis
IIW: Scry for hints about our destiny together and follow the threads of fate towards it.
The viashino Sorkar tumbles out of the wormhole onto the town square. After a moment of disorientation his instincts as a hunter regain control and he leaps into position. Despite his slightly crouched stance the alligator-like body towers over six and a half feet.
He is clad into an armor made from the fur and leather of mammalian prey from hunts of the past and a whiff of the local scent detects that he once again stumbled into a den of their kind.
The hunter's cunning suppresses the warrior's instinct to lash out. Instead he snarls a suggestion in the draconian tongue to his allies, knowing they could grasp enough of it to decide whether they would follow his lead: "Appearing out of nowhere within their territory they will fear us. They'll assemble armed men and outnumber us. We must flee the city. Let's make our way out while they are surprised."
Charge Past :1mana::symr:
Instant
Up to X target creatures can't block this turn, where X is the number of attacking creatures.
IIW: The party rushes out of the city to review their situation in terrain that grants more tactical even footing in case they are not welcome in this place.
Private Mod Note
():
Rollback Post to RevisionRollBack
Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
Name: Rorlo Terenid Race: Human Class: Druid Personality: Rorlo Terenid is pugnacious and likes to test new beings he encounters with a fight or challenge. He is also very accepting, believing that everything and everyone has their own niche in nature. Background: Rorlo was a wealthy jungle guide on his home plane, making a mint taking traders through trackless wilderness safely. Appearance: Rorlo is a huge, scarred, pale-skinned man with gray eyes. He wears heavy woolen outfits no matter the weather.
Chest ThumpR
Sorcery (C)
Target creature gets +2/+0 until end of turn and must be blocked this turn by a creature with lesser power if able.
IIW: Learn of threats to the city from the Wightwatch
In a cloud of dust before you emerges...a 3 foot tall halfling with...a 4 foot sword strapped to his back(a lot of that extra foot is the handle.), he gets up, wearing some dark leathers, and a cloak that seems to shift with his movements. He moves with a swagger.
"How ya doin'. The name's Vani, and I hit things!" the little guy says with a cheeky grin. He then starts knocking dust off his armor before masterfully swinging the massive(at least for him)blade off his back and into a waiting battle stance.
Name: Vani Class: Warrior Race: Halfling Likes: Running into trouble, Hitting things with swords, ladies(all kinds, Vani will tap that.) Dislikes: Downtime, Carefully thought out plans that take meticulous detail to execute, bad music.
Dust it Off -
Instant(U)
Target creature gets +3/+0 and is indestructible until end of turn.
IIW: We should go North! North is always da way to go according to my fancy science device!(holds out a small 4-sided triangle with one of the letters N-S-W-E etched on each side.)
Name: Ais'Coram Skul Race: Elemental Class: Bard Appearance: A flamekin reminiscent of those of Lorwyn, she has odd amounts of bangles and bands across her arms and legs. Flame gouting from the rear of her head and along her shoulders. aside from the strange cloths that never seem to burn along her form, nothing much else is notable save for her bright eyes, lyre, flutes, and sitar. Background: Always her village's main musician and a young shaman, she became enraptured by song and dance one day when travellers rolled by, presenting a show in exchange for resources to be on their way. Such music and merriment was new to her, yet euphoric, so she tagged along. Such was the day however, when the accompanying magician let loose rogue mana. Personality: Ever curious, yet able to remain solemn at most times, Ais is fond of striking up songs and invoking emotion in others. She can cause all sorts of things with the proper tune, and will go out of her way to protect her party should it even mean endangering herself.
Ais steps along the grass and observes the rest of her group. They seem vividly disoriented, so perhaps getting them in order and checking out the nearby settlement would be a good idea. If they're unwilling, perhaps she could convince them with a chance of a round of drinks should they find the tavern.
Song of SpiritsRG
Tribal Instant - Bard
Untap each creature you control. If you control a bard, creatures you control get +1/+1 and haste until end of turn. Nothing more inspiring than a song about drinking ale.
IIW: Everyone calms down, gets their bearings and makes their way towards the main gate, looking as unmenacing as possible.
SelesnyaNewLife:
CARD: I'm fairly sure this could just be a common. The first effect doesn't do all that much most of the time, and drawing a card for one blue mana, even as an instant, is pretty much common. Also I'm sad there's no flavor text. 6.5/10
FLAVOR: This is good flavor for starting the journey, but not great for finding mages, in that… it doesn't have anything to do with finding mages. 4/10
Total: 10.5
pstmdrn:
CARD: Interesting. It's really hard to imagine the scenario where you don't play this on yourself, though I guess there's always multiplayer politics. For balance I guess its fine, though it could probably also be common. 7/10
FLAVOR: It definitely makes sense with your IIW, though your IIW is a little more vague/inactive than I'd like to see. But still, the flavor fit is pretty good. 6.5/10
Total: 13.5
Sagharri:
CARD: We've had cards similar to this, and this one is pretty strong. Taking Mulch as a precedent, I feel like this is probably an uncommon or undercoated at the very least. Also the flavor text isn't well worded. 6.5/10
FLAVOR: Way too vague of an IIW. We're still working the kinks out I see. Also, the mechanic of your card fits your IIW well, but the name doesn't really. 6.5/10
Total: 13
SecretInfiltrator:
CARD: Needs a rarity and could use some flavor text, but the mechanic and name on their own work well and go well together. Makes a lot of sense, but it's hard to imagine whether it's super balanced. I suppose this is an uncommon? Maybe it should cost one more, it just feels very powerful aggressively in a limited environment. 7.5/10
FLAVOR: Wish we had a cardinal direction for your IIW, but I can improvise. The name is a good fit and the mechanic also makes a fair amount of sense for escaping a city. 7/10
Total: 14.5
void_nothing:
CARD: Interesting, I really like this version of forced blocking in red. It makes a lot of sense and its new I think? I wish the card had flavor text but the rest is very strong design. 8/10
FLAVOR: Now THIS is an IIW. Specific, to the point, easy to work with. It doesn't QUITE match the card, though I get sort of a boasting vibe from both. Still, could be a bit stronger connection. 7/10
Total: 15
KageHamusuta:
CARD: I like this card but here's how I think it should be: Regenerate target creature. If it regenerates this way, it gets +3/+0 until end of turn. That way you have to actually dust something off to get the bonus. Either way, its a clever little idea but I'd like a rarity. Also red getting creature indestructibility at instant is weird. 5.5/10
FLAVOR: Doesn't quite match but still, its early in this new game, so I get what you were trying to do. Also, this is another good IIW. To any players reading all my judgments, this is a good IIW. 7/10
Total: 12.5
RukarumelFieldJournal:
CARD: Well Bards aren't a thing, but lets assume there exist some number of bards in a set that contains this card. I think its clever and it makes sense. It's just really hard to assess balance without a) knowing how many bards there are and if they're good, and b) having a rarity. 6.5/10
FLAVOR: I think this is a pretty strong connection, as you are a bard. I haven't established a "main gate" but I could easily improv is so why not. Overall, pretty good. 7/10
Total: 13.5
Note to All: This is the first round so things are rocky, but definitely endeavor to make your card represent your IIW as much as possible, especially in these moments where the party isn't under threat or anything like that. In combat, obviously your cards will address what is happening in the present, instead of the future, but for now, let's address the future.
PARTY LEADER: void_nothing
A druid, Rorio Terenid, steps forth from the party and calms everyone down with a prideful Chest Thump, exclaiming "Halt and listen!" The party halts and listens. "We are new here, and we all appear strong, and even stronger together. But we know not this place in which we have arrived, and if it is under threat, perhaps it is our duty or even our purpose to protect it."
The party agrees to this and, led by Rorio, marches to the nearest Wightwatch guard post to inquire about threats to the city. An unnotable guard tells you the following: "Our threats are many, but we are a powerful force and most beasts who would harm our citizens do not even reach our walls. However, there is one beast, a frozen menace, that attacks from the north. Our arrows are powerless to pierce its frozen frame, and it has torn down large patches of our walls on the northern side, and has cruelly taken from us one of our watchmen."
Quest Log Updated
EVENT #2
You've been given a quest by the Wightwatch, but you are not obligated to get to it right away. You could go north and look for the frozen fiend, or… do anything else. The choice is the next party leader's.
Party Mana Pool: WWUUBBRGG Party Inventory: None
EVENT RESTRICTIONS: None
(Obviously, don't forget an "If I Win" that goes with your card or this whole game is pointless. It should be as detailed as it needs to be.)
Discern Weakness1B
Instant U
Target creature gets -2/-2 until end of turn.
Draw a card "See that yellowish disk just above its eyes? Strike there..." -- Loomis
Incite Wrath - 1RG
Instant
Target Creature or Planeswalker you control and target creature or planeswalker you don't control deal damage to each other equal to their power or loyalty. "Might is to be taken and proven. It is not something anyone holds for long." - Garruk
IIW: Vani isn't one to wait around, he has a target. He goes to fight the target. If the others come they better hurry, because Vani is happy to take the glory himself otherwise.
Name: Rorlo Terenid Race: Human Class: Druid Personality: Rorlo Terenid is pugnacious and likes to test new beings he encounters with a fight or challenge. He is also very accepting, believing that everything and everyone has their own niche in nature. Background: Rorlo was a wealthy jungle guide on his home plane, making a mint taking traders through trackless wilderness safely. Appearance: Rorlo is a huge, scarred, pale-skinned man with gray eyes. He wears heavy woolen outfits no matter the weather.
Compatriots' RallyW
Instant (C)
Choose one - Creatures you control get +0/+1 until end of turn; or target creature gets +0/+X until end of turn, where X is the number of creatures you control. "No matter if we call ourselves an army, a clan, or a pack, the most important thing is trusting each other with our lives." - Rorlo Terenid
IIW: We search for the ice monster and try to deal with it nonlethally if possible; our combined efforts will make that easier.
Name: Ais'Coram Skul
Race: Elemental
Class: Bard
Appearance: A flamekin reminiscent of those of Lorwyn, she has odd amounts of bangles and bands across her arms and legs. Flame gouting from the rear of her head and along her shoulders. aside from the strange cloths that never seem to burn along her form, nothing much else is notable save for her bright eyes, lyre, flutes, and sitar.
Background: Always her village's main musician and a young shaman, she became enraptured by song and dance one day when travellers rolled by, presenting a show in exchange for resources to be on their way. Such music and merriment was new to her, yet euphoric, so she tagged along. Such was the day however, when the accompanying magician let loose rogue mana.
Personality: Ever curious, yet able to remain solemn at most times, Ais is fond of striking up songs and invoking emotion in others. She can cause all sorts of things with the proper tune, and will go out of her way to protect her party should it even mean endangering herself.
Hymn of Inner Fire1WR
Tribal Instant - Bard (c)
Creatures you control get +0/+1 and gain vigilance until end of turn. If you control a bard, creatures you control get +1/+0 and gain first strike until end of turn. A song of strength, igniting spirits and blades.
IIW: The creature will most likely be a difficult battle, so the moment we begin fighting it, a battlesong will most likely assist the group, as well as flaming weapons.
Well, let's just assume bard is a creature type. Not every is a rogue or a druid or shaman.
I'll try my best to make the shtick "The song may be powerful on its own, but bards do it better."
On another note, the 1 to be spent should probably be blue.
Useless :symw::symu: are used to pay for generic :2mana:.
It turns out the druid was right. The townspeople are suspiciously unfazed by their appearance. But Sorkar keeps his worries to himself. The talk of a 'frozen menace' intrigues him. Another hunt lies ahead.
Sorkar urges his companions to follow the lead. They know they can trust his prowess as a tracker, don't they? No reason to linger any longer here even if there are no signs of hostility. They've got to make a name for themselves.
Face the Beast :2mana::symr::symg:
Sorcery
Target opponent reveals the top five cards of his or her library and may put a creature card revealed this way onto the battlefield. That player puts the remaining cards on the bottom of his or her library. Draw a number of cards equal to the greatest converted mana cost among creature cards revealed this way.
IIW: Go to the north and track the frost creature. We will hunt it down and bring its head back as a trophy.
Private Mod Note
():
Rollback Post to RevisionRollBack
Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
pstmdrn:
CARD: Yeah, this is probably about where we are balance-wise on this effect, but I'm not sure the card works internally flavor-wise. You're more creating a weakness than discerning one. 7/10
FLAVOR: You lose some points here as you've skipped the part where the party actually finds the beast in the first place, but beyond that you get a good score here. 7/10
Total: 14
KageHamusuta
CARD: But whaaaat about animaaated Gideeooon!? One rules issue aside, it's a fun expansion on a fight mechanic. Needs a rarity, so points lost there, but I like the flavor text so you get some of those points back. 8/10
FLAVOR: Your IIW ignores the fact that the party is forced to follow you by the game's very nature, but I think that's more sassy RP than anything else. Overall, this makes a good amount of sense. 8.5/10
Total: 16.5
SelesnyaNewLife
CARD: Weeeaaaak. If one mana can turn something into a 1/1 at instant speed in blue, I think four mana can do a little more than this, even at common. The forecast doesn't help much. 4.5/10
FLAVOR: It's a shame I didn't like the card, because I like the flavor here and I think the connection between your card, your IIW, and the world is all decent enough. 8/10
Total: 12.5
void_nothing
CARD: Great common for white. I doubt it would see much play. Pumping toughness alone isn't all that great, especially on such a small scale, but it's a nice junk common with good internal flavor. 8.5/10
FLAVOR: The connection here is decent, but doesn't evoke searching for the beast really at all, and the representation of nonlethal might have been stronger with some sort of pacifism variant. 6/10
Total: 14.5
RukarumelFieldJournal:
CARD: I think this card is too weak and nonred if you don't control a bard. I could see an instant printed at this cost that just gives +1/+1 vigilance and first strike across the board, bard or not, so I think the Bard clause makes this underpowered, regardless of how easy it is to control a bard in the format or not. 6.5/10
FLAVOR: Your IIW isn't really taking leadership, it's more helping out. I'm looking for more like "I lead the party into combat with my song." After all, the party isn't even going to start fighting without the leader's say-so. 6/10
Total: 12.5
SecretInfiltrator:
CARD: Very interesting. Wish I had a rarity for this. It can be great card advantage if you have a strong defense and are against the right deck, but can also, rarely, do nothing at all or, more commonly, only get you one or two cards. Its a very cool idea but I think the balance might just be impossible here. Mad props for trying though, as it's a very cool idea. 7/10
FLAVOR: Best of the batch for sure, the card name is clear and pertinent to what we're doing. The mechanic makes a good deal of sense with the IIW, and the IIW is thorough: It mentions going north, finding the best, and hunting it. 9/10
Total: 16
NOTE TO ALL: SecretInfiltrator had by far the best IIW in terms of being thorough and clear. Those who acted as though we had already gone north and found the beast lost flavor points for that.
PARTY LEADER: KageHamusuta
EVENT #3
… The party goes North, discovering the Ice-Fjord Caves. After searching some of the caves, party-leader Vani thinks he's found the right one. A loud roar confirms his suspicions as a large icy beast comes barreling out to fight the party.
(All encyclopedia links updated)
WHAT DOES THE PARTY DO? (If you deal with the beast, please include what the party does afterwards in your IIW. Your card's flavor will not be judged against this part of your IIW, though, so don't worry about that.)
The Frozen Fiend5UB
Legendary Snow Creature - Horror [R]
Indestructible, protection from blue
Whenever The Frozen Fiend enters the battlefield or attacks, nonsnow creatures get -2/-1 until end of turn.
7/7
Party Mana Pool: 1WWUUUBBG
Party Inventory: None
EVENT RESTRICTIONS/BONUSES: +1 Bonus point to CARD score for each of the following words that does NOT appear in your card's rules text: "creature," "exile"
(Obviously, don't forget an "If I Win" that goes with your card or this whole game is pointless. It should be as detailed as it needs to be.)
He knew the creature would be huge, but he didn't expect the debilitating aura of cold that seeped from it with every move. It was clear that they couldn't get close to it and face it in melee without great risk. But if they work together they can probably lure it from the safety of its cave to one of the frozen cliffs surrounding the area and topple the beast.
Already Sorkar eyes an eroded ledge that will crumble easily under the humungous creature. Now to convince the others of his plan...
:1mana::symw::symb: can pay for:
Fall of the Mighty :2mana::symb:
Instant (U)
Target creature gets -X/-X until end of turn, where X is its converted mana cost. The greater they are, the harder they fall.
IIW: Work together to compel or lure the beast onto unsafe territory where the ground will give in to its weight. Hopefully the fall will be enough to kill or incapacitate it.
After its defeat we will collect a trophy from the body and bring it before the Wightwatch demanding a greater challenge next time.
Private Mod Note
():
Rollback Post to RevisionRollBack
Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
Dark1B
Instant U
All permanents become black and lose all of their other colors until end of turn.
Draw a card. "In darkness we are all the same." -- Loomis
//
Stormy3U
Instant U
Put target permanent on top of its owner's library. "This wicked wind could blow even fate itself off course..." -- Loomis
It's unfortunate that the beast has such protections, but Vani cares very little. He may be a master of sword, but he's also familiar with his people's skill of the short bow. Vani spins his sword back into it's holster on his back, and reveals a small bow from behind his cape. He also flicks some arrows out, ready to play on the circumference of the beast.
Luring from a Distance - 2WG
Enchantment(U)
Creatures your opponent's control lose all abilities. "Stay out of it's range boys, lets lure it into the fire!" - Nejari, Sylvan Tracker
OOC: I'm aware this doesn't kill the beast, but from here we play to it's power and toughness directly.(On a side note, is that allowed? If not, I'll come up with a different card.)
IIW: Lure the creature out, clearly, and then try and slay it with force!
Name: Rorlo Terenid Race: Human Class: Druid Personality: Rorlo Terenid is pugnacious and likes to test new beings he encounters with a fight or challenge. He is also very accepting, believing that everything and everyone has their own niche in nature. Background: Rorlo was a wealthy jungle guide on his home plane, making a mint taking traders through trackless wilderness safely. Appearance: Rorlo is a huge, scarred, pale-skinned man with gray eyes. He wears heavy woolen outfits no matter the weather.
Rorlo attempts to change the fiend's wintry essence to a core of spring, turning it from a scourge upon the land to a verdant provider.
Flowerform1GW
Enchantment - Aura (R)
Flashcast U(You may cast this spell any time you cast an instant if you pay U more to cast it.)
Enchant permanent
Enchanted permanent deals damage in the form of you adding G to your mana pool. "There is savagery and sweetness in all things. A skilled druid may tip the balance in favor of one or the other." - Rorlo Terenid
IIW: Attempt to further tame the not-so-Frozen Fiend and put it to work for the good of the land
Name: Ais'Coram Skul
Race: Elemental
Class: Bard
Appearance: A flamekin reminiscent of those of Lorwyn, she has odd amounts of bangles and bands across her arms and legs. Flame gouting from the rear of her head and along her shoulders. aside from the strange cloths that never seem to burn along her form, nothing much else is notable save for her bright eyes, lyre, flutes, and sitar.
Background: Always her village's main musician and a young shaman, she became enraptured by song and dance one day when travellers rolled by, presenting a show in exchange for resources to be on their way. Such music and merriment was new to her, yet euphoric, so she tagged along. Such was the day however, when the accompanying magician let loose rogue mana.
Personality: Ever curious, yet able to remain solemn at most times, Ais is fond of striking up songs and invoking emotion in others. She can cause all sorts of things with the proper tune, and will go out of her way to protect her party should it even mean endangering herself.
Horrors are perilous beasts, but like all beasts, they feel the earth's call when winter comes, don't they?
Hibernation's CallGW
Instant (U)
Put target nonland permanent on the bottom of its owner's library, that player then draws cards equal to the permanent's converted mana cost. "Winter calls its children to rest
to guard its bosom beneath the earth
for when Spring comes they rise to jest
and frolick in nature's hearth."
-Flamekin Lullaby
IIW: We lull it to sleep with song and gentle hymns, then carefully loot its dwelling, taking care to block the entrance once we leave.
A Whole New World, A Whole New Format, Similar Fun
Welcome to Generation III of Socrates-Designed MTGSalvation Multiplayer Gaming
Preface/Greetings:
Hello again. Yes, after an extended and unannounced hiatus I am perhaps foolishly back and ready to try another one of my oversized projects on these forums. For those of you who played Kardia and Atruna and Maginon, I apologize that those games were, as it turned out, too big for me to handle. Accordingly, this new game is, in a sense, smaller, but also, potentially bigger. You'll see.
WHAT EVEN IS THIS GAME?:
This is, like my games that came before it, a classic fantasy, party-based role playing game set on a large scale. However, the mechanics are completely and entirely different from the games that came before it to facilitate my being able to run it quickly and effectively.
You all are adventurers in a single party, venturing forward into the unknown plane of Rohenta after a mysterious wormhole dropped you all here together. As the party moves through the world, it is faced with challenges, quests, obstacles, and mundane decisions that it must make. In the face of these decisions, you must employ that which we all love here: Magic (the Gathering)!
Yes, this game is essentially a Winner is Judge game, except that I am always the judge. The winner of each challenge, however, does get a great honor: Deciding what the party does next. In a sense, it is though you are competing to control the protagonist in a Skyrim-esque game, except you are all separate adventurers (because it feels more epic that way). The world is epic and large, and there are many stories to discover, factions to join or destroy, and endless opportunities. The ability to focus on one story will let me tell a much much better story.
SO HOW DO I ACTUALLY PLAY?:
It's very simple. Scroll back and see what the most recent party challenge/decision is, make a card within your party's resources (explained later), and post what you would have the party do if you win. To give an example, if you see a thief escaping a crime scene, you could decide to have the party pursue him, or leave him be, or even help him escape. Your card, accordingly, should reflect your desired action.
Your post should basically look like this:
Type - Subtype (C/U/R/M)
Stuff
Flavor
If I Win: The party does this really cool thing that I've explained well.
Cards will be graded on the Kardian scale: A score from 0-10 evaluating the card as a Magic card, and another score from 0-10 evaluating how well the card plays into your proposed plan. Now remember, even though tactics and decisions are usually represented by instants or sorceries, I encourage you to try permanents as well, as sometimes forcing yourself to innovate yields the best results.
After at least three entries have been made, I will judge the winner, write out a little scene based on what happened, which will of course lead straight into another challenge or decision for the team to face. Drop in or out any time. You don't have to have posted in this thread before to participate, even if the group is mid-quest.
MORE SPECIFIC RULES AND DETAILS (MUST READ):
Alright, so now that you hopefully get the basic idea, here are some specifics: The party has a single mana pool and inventory. Mana will be discovered frequently during the adventures. Each time I pick a winner, the mana to cast that spell is removed from the party's mana pool. Be mindful of this. If spending colored mana as colorless mana, be sure to specify what you spend.
As far as what you can have the party do, you can do pretty much anything you like, from something as small as "go back to [place] and ask if they need help" to "kill the dragon" to "travel into unknown territory north of [place]."
This seems like a good time to mention something that will help make this game accessible: The Encyclopedia Rohenta. Located conveniently at the bottom of this post, it contains links to: A map of Rohenta that will become more complete as the party explores new places, a guidebook with descriptions of each location and descriptions of the most notable NPCs, a Quest Log that contains a list of completed quests and the journal of events in all current quests, and a leaderboard which should be obvious.
Now, one last thing before you're ready to play: In my other games, the player has been represented by an avatar. In this game, you don't have one. However, you are very welcome to roleplay a character. But you don't have to. If you do this, please include a little description of yourself in each post, so that I can keep it in mind when writing story bits.
THE ENCYCLOPEDIA ROHENTA:
The Map of Rohenta
The Rohenta Guidebook
The Party Quest Log
The Leaderboard
--
The party arrives, or rather falls through a wormhole, in the middle of the town square in Corthyn. You are the adventurous type, so this mysterious disappearance forever taking you away from everything you've ever known or cared about doesn't really affect you. Rather, you take a moment to gather yourself, make introductions with your wormhole-mates, and decide what to do. (Note: Use the Guidebook to see what's in Corthyn to do, or leave town by going north, south, east, or west.)
Party Mana Pool: WWUUBBRRGG
Party Inventory: None
CHALLENGE: Introduce yourself and make a card that represents getting your bearings and starting your journey however you see fit.
RESTRICTIONS: None
(Obviously, don't forget an "If I Win" or this whole game is pointless. It should be as detailed as it needs to be.)
Glimpse of Fate UB
Sorcery U
Reveal the top three cards of target library. Its owner puts one of them into their hand and the rest into their graveyard.
"In dreams we see many things, but cannot always fathom what they mean..." -- Loomis
IIW: Scry for hints about our destiny together and follow the threads of fate towards it.
[Clan Flamingo]
He is clad into an armor made from the fur and leather of mammalian prey from hunts of the past and a whiff of the local scent detects that he once again stumbled into a den of their kind.
The hunter's cunning suppresses the warrior's instinct to lash out. Instead he snarls a suggestion in the draconian tongue to his allies, knowing they could grasp enough of it to decide whether they would follow his lead: "Appearing out of nowhere within their territory they will fear us. They'll assemble armed men and outnumber us. We must flee the city. Let's make our way out while they are surprised."
Instant
Up to X target creatures can't block this turn, where X is the number of attacking creatures.
IIW: The party rushes out of the city to review their situation in terrain that grants more tactical even footing in case they are not welcome in this place.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
Name: Rorlo Terenid
Race: Human
Class: Druid
Personality: Rorlo Terenid is pugnacious and likes to test new beings he encounters with a fight or challenge. He is also very accepting, believing that everything and everyone has their own niche in nature.
Background: Rorlo was a wealthy jungle guide on his home plane, making a mint taking traders through trackless wilderness safely.
Appearance: Rorlo is a huge, scarred, pale-skinned man with gray eyes. He wears heavy woolen outfits no matter the weather.
Chest Thump R
Sorcery (C)
Target creature gets +2/+0 until end of turn and must be blocked this turn by a creature with lesser power if able.
IIW: Learn of threats to the city from the Wightwatch
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
"How ya doin'. The name's Vani, and I hit things!" the little guy says with a cheeky grin. He then starts knocking dust off his armor before masterfully swinging the massive(at least for him)blade off his back and into a waiting battle stance.
Name: Vani
Class: Warrior
Race: Halfling
Likes: Running into trouble, Hitting things with swords, ladies(all kinds, Vani will tap that.)
Dislikes: Downtime, Carefully thought out plans that take meticulous detail to execute, bad music.
Dust it Off -
Instant(U)
Target creature gets +3/+0 and is indestructible until end of turn.
IIW: We should go North! North is always da way to go according to my fancy science device!(holds out a small 4-sided triangle with one of the letters N-S-W-E etched on each side.)
Race: Elemental
Class: Bard
Appearance: A flamekin reminiscent of those of Lorwyn, she has odd amounts of bangles and bands across her arms and legs. Flame gouting from the rear of her head and along her shoulders. aside from the strange cloths that never seem to burn along her form, nothing much else is notable save for her bright eyes, lyre, flutes, and sitar.
Background: Always her village's main musician and a young shaman, she became enraptured by song and dance one day when travellers rolled by, presenting a show in exchange for resources to be on their way. Such music and merriment was new to her, yet euphoric, so she tagged along. Such was the day however, when the accompanying magician let loose rogue mana.
Personality: Ever curious, yet able to remain solemn at most times, Ais is fond of striking up songs and invoking emotion in others. She can cause all sorts of things with the proper tune, and will go out of her way to protect her party should it even mean endangering herself.
Tribal Instant - Bard
Untap each creature you control. If you control a bard, creatures you control get +1/+1 and haste until end of turn.
Nothing more inspiring than a song about drinking ale.
IIW: Everyone calms down, gets their bearings and makes their way towards the main gate, looking as unmenacing as possible.
Thanks to mcchief111 for the avvy.
Decks:
Standard:
RMinotaur MidrangeB
Modern:
GSpider TribalB
RArtifractureB
EDH:
MayaelWRG
Reaper KingWUBRG
Niv-MizzetUR
Alesha, Who Smiles At DeathWBR
CARD: I'm fairly sure this could just be a common. The first effect doesn't do all that much most of the time, and drawing a card for one blue mana, even as an instant, is pretty much common. Also I'm sad there's no flavor text. 6.5/10
FLAVOR: This is good flavor for starting the journey, but not great for finding mages, in that… it doesn't have anything to do with finding mages. 4/10
Total: 10.5
pstmdrn:
CARD: Interesting. It's really hard to imagine the scenario where you don't play this on yourself, though I guess there's always multiplayer politics. For balance I guess its fine, though it could probably also be common. 7/10
FLAVOR: It definitely makes sense with your IIW, though your IIW is a little more vague/inactive than I'd like to see. But still, the flavor fit is pretty good. 6.5/10
Total: 13.5
Sagharri:
CARD: We've had cards similar to this, and this one is pretty strong. Taking Mulch as a precedent, I feel like this is probably an uncommon or undercoated at the very least. Also the flavor text isn't well worded. 6.5/10
FLAVOR: Way too vague of an IIW. We're still working the kinks out I see. Also, the mechanic of your card fits your IIW well, but the name doesn't really. 6.5/10
Total: 13
SecretInfiltrator:
CARD: Needs a rarity and could use some flavor text, but the mechanic and name on their own work well and go well together. Makes a lot of sense, but it's hard to imagine whether it's super balanced. I suppose this is an uncommon? Maybe it should cost one more, it just feels very powerful aggressively in a limited environment. 7.5/10
FLAVOR: Wish we had a cardinal direction for your IIW, but I can improvise. The name is a good fit and the mechanic also makes a fair amount of sense for escaping a city. 7/10
Total: 14.5
void_nothing:
CARD: Interesting, I really like this version of forced blocking in red. It makes a lot of sense and its new I think? I wish the card had flavor text but the rest is very strong design. 8/10
FLAVOR: Now THIS is an IIW. Specific, to the point, easy to work with. It doesn't QUITE match the card, though I get sort of a boasting vibe from both. Still, could be a bit stronger connection. 7/10
Total: 15
KageHamusuta:
CARD: I like this card but here's how I think it should be: Regenerate target creature. If it regenerates this way, it gets +3/+0 until end of turn. That way you have to actually dust something off to get the bonus. Either way, its a clever little idea but I'd like a rarity. Also red getting creature indestructibility at instant is weird. 5.5/10
FLAVOR: Doesn't quite match but still, its early in this new game, so I get what you were trying to do. Also, this is another good IIW. To any players reading all my judgments, this is a good IIW. 7/10
Total: 12.5
RukarumelFieldJournal:
CARD: Well Bards aren't a thing, but lets assume there exist some number of bards in a set that contains this card. I think its clever and it makes sense. It's just really hard to assess balance without a) knowing how many bards there are and if they're good, and b) having a rarity. 6.5/10
FLAVOR: I think this is a pretty strong connection, as you are a bard. I haven't established a "main gate" but I could easily improv is so why not. Overall, pretty good. 7/10
Total: 13.5
Note to All: This is the first round so things are rocky, but definitely endeavor to make your card represent your IIW as much as possible, especially in these moments where the party isn't under threat or anything like that. In combat, obviously your cards will address what is happening in the present, instead of the future, but for now, let's address the future.
PARTY LEADER: void_nothing
A druid, Rorio Terenid, steps forth from the party and calms everyone down with a prideful Chest Thump, exclaiming "Halt and listen!" The party halts and listens. "We are new here, and we all appear strong, and even stronger together. But we know not this place in which we have arrived, and if it is under threat, perhaps it is our duty or even our purpose to protect it."
The party agrees to this and, led by Rorio, marches to the nearest Wightwatch guard post to inquire about threats to the city. An unnotable guard tells you the following: "Our threats are many, but we are a powerful force and most beasts who would harm our citizens do not even reach our walls. However, there is one beast, a frozen menace, that attacks from the north. Our arrows are powerless to pierce its frozen frame, and it has torn down large patches of our walls on the northern side, and has cruelly taken from us one of our watchmen."
Quest Log Updated
EVENT #2
You've been given a quest by the Wightwatch, but you are not obligated to get to it right away. You could go north and look for the frozen fiend, or… do anything else. The choice is the next party leader's.
Party Mana Pool: WWUUBBRGG
Party Inventory: None
EVENT RESTRICTIONS: None
(Obviously, don't forget an "If I Win" that goes with your card or this whole game is pointless. It should be as detailed as it needs to be.)
Instant U
Target creature gets -2/-2 until end of turn.
Draw a card
"See that yellowish disk just above its eyes? Strike there..." -- Loomis
IIW: Study the beast's weakness and strike!
[Clan Flamingo]
Instant
Target Creature or Planeswalker you control and target creature or planeswalker you don't control deal damage to each other equal to their power or loyalty.
"Might is to be taken and proven. It is not something anyone holds for long." - Garruk
IIW: Vani isn't one to wait around, he has a target. He goes to fight the target. If the others come they better hurry, because Vani is happy to take the glory himself otherwise.
Name: Rorlo Terenid
Race: Human
Class: Druid
Personality: Rorlo Terenid is pugnacious and likes to test new beings he encounters with a fight or challenge. He is also very accepting, believing that everything and everyone has their own niche in nature.
Background: Rorlo was a wealthy jungle guide on his home plane, making a mint taking traders through trackless wilderness safely.
Appearance: Rorlo is a huge, scarred, pale-skinned man with gray eyes. He wears heavy woolen outfits no matter the weather.
Compatriots' Rally W
Instant (C)
Choose one - Creatures you control get +0/+1 until end of turn; or target creature gets +0/+X until end of turn, where X is the number of creatures you control.
"No matter if we call ourselves an army, a clan, or a pack, the most important thing is trusting each other with our lives." - Rorlo Terenid
IIW: We search for the ice monster and try to deal with it nonlethally if possible; our combined efforts will make that easier.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Joraga Bard would like a word with you
[Clan Flamingo]
Funny, that type line seems to say Elf Rogue Ally to me.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Race: Elemental
Class: Bard
Appearance: A flamekin reminiscent of those of Lorwyn, she has odd amounts of bangles and bands across her arms and legs. Flame gouting from the rear of her head and along her shoulders. aside from the strange cloths that never seem to burn along her form, nothing much else is notable save for her bright eyes, lyre, flutes, and sitar.
Background: Always her village's main musician and a young shaman, she became enraptured by song and dance one day when travellers rolled by, presenting a show in exchange for resources to be on their way. Such music and merriment was new to her, yet euphoric, so she tagged along. Such was the day however, when the accompanying magician let loose rogue mana.
Personality: Ever curious, yet able to remain solemn at most times, Ais is fond of striking up songs and invoking emotion in others. She can cause all sorts of things with the proper tune, and will go out of her way to protect her party should it even mean endangering herself.
Tribal Instant - Bard (c)
Creatures you control get +0/+1 and gain vigilance until end of turn. If you control a bard, creatures you control get +1/+0 and gain first strike until end of turn.
A song of strength, igniting spirits and blades.
IIW: The creature will most likely be a difficult battle, so the moment we begin fighting it, a battlesong will most likely assist the group, as well as flaming weapons.
Well, let's just assume bard is a creature type. Not every is a rogue or a druid or shaman.
I'll try my best to make the shtick "The song may be powerful on its own, but bards do it better."
On another note, the 1 to be spent should probably be blue.
Thanks to mcchief111 for the avvy.
Decks:
Standard:
RMinotaur MidrangeB
Modern:
GSpider TribalB
RArtifractureB
EDH:
MayaelWRG
Reaper KingWUBRG
Niv-MizzetUR
Alesha, Who Smiles At DeathWBR
[Clan Flamingo]
Sorkar urges his companions to follow the lead. They know they can trust his prowess as a tracker, don't they? No reason to linger any longer here even if there are no signs of hostility. They've got to make a name for themselves.
Sorcery
Target opponent reveals the top five cards of his or her library and may put a creature card revealed this way onto the battlefield. That player puts the remaining cards on the bottom of his or her library. Draw a number of cards equal to the greatest converted mana cost among creature cards revealed this way.
IIW: Go to the north and track the frost creature. We will hunt it down and bring its head back as a trophy.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
CARD: Yeah, this is probably about where we are balance-wise on this effect, but I'm not sure the card works internally flavor-wise. You're more creating a weakness than discerning one. 7/10
FLAVOR: You lose some points here as you've skipped the part where the party actually finds the beast in the first place, but beyond that you get a good score here. 7/10
Total: 14
KageHamusuta
CARD: But whaaaat about animaaated Gideeooon!? One rules issue aside, it's a fun expansion on a fight mechanic. Needs a rarity, so points lost there, but I like the flavor text so you get some of those points back. 8/10
FLAVOR: Your IIW ignores the fact that the party is forced to follow you by the game's very nature, but I think that's more sassy RP than anything else. Overall, this makes a good amount of sense. 8.5/10
Total: 16.5
SelesnyaNewLife
CARD: Weeeaaaak. If one mana can turn something into a 1/1 at instant speed in blue, I think four mana can do a little more than this, even at common. The forecast doesn't help much. 4.5/10
FLAVOR: It's a shame I didn't like the card, because I like the flavor here and I think the connection between your card, your IIW, and the world is all decent enough. 8/10
Total: 12.5
void_nothing
CARD: Great common for white. I doubt it would see much play. Pumping toughness alone isn't all that great, especially on such a small scale, but it's a nice junk common with good internal flavor. 8.5/10
FLAVOR: The connection here is decent, but doesn't evoke searching for the beast really at all, and the representation of nonlethal might have been stronger with some sort of pacifism variant. 6/10
Total: 14.5
RukarumelFieldJournal:
CARD: I think this card is too weak and nonred if you don't control a bard. I could see an instant printed at this cost that just gives +1/+1 vigilance and first strike across the board, bard or not, so I think the Bard clause makes this underpowered, regardless of how easy it is to control a bard in the format or not. 6.5/10
FLAVOR: Your IIW isn't really taking leadership, it's more helping out. I'm looking for more like "I lead the party into combat with my song." After all, the party isn't even going to start fighting without the leader's say-so. 6/10
Total: 12.5
SecretInfiltrator:
CARD: Very interesting. Wish I had a rarity for this. It can be great card advantage if you have a strong defense and are against the right deck, but can also, rarely, do nothing at all or, more commonly, only get you one or two cards. Its a very cool idea but I think the balance might just be impossible here. Mad props for trying though, as it's a very cool idea. 7/10
FLAVOR: Best of the batch for sure, the card name is clear and pertinent to what we're doing. The mechanic makes a good deal of sense with the IIW, and the IIW is thorough: It mentions going north, finding the best, and hunting it. 9/10
Total: 16
NOTE TO ALL: SecretInfiltrator had by far the best IIW in terms of being thorough and clear. Those who acted as though we had already gone north and found the beast lost flavor points for that.
PARTY LEADER: KageHamusuta
EVENT #3
… The party goes North, discovering the Ice-Fjord Caves. After searching some of the caves, party-leader Vani thinks he's found the right one. A loud roar confirms his suspicions as a large icy beast comes barreling out to fight the party.
(All encyclopedia links updated)
WHAT DOES THE PARTY DO? (If you deal with the beast, please include what the party does afterwards in your IIW. Your card's flavor will not be judged against this part of your IIW, though, so don't worry about that.)
The Frozen Fiend 5UB
Legendary Snow Creature - Horror [R]
Indestructible, protection from blue
Whenever The Frozen Fiend enters the battlefield or attacks, nonsnow creatures get -2/-1 until end of turn.
7/7
Party Mana Pool: 1WWUUUBBG
Party Inventory: None
EVENT RESTRICTIONS/BONUSES: +1 Bonus point to CARD score for each of the following words that does NOT appear in your card's rules text: "creature," "exile"
(Obviously, don't forget an "If I Win" that goes with your card or this whole game is pointless. It should be as detailed as it needs to be.)
Already Sorkar eyes an eroded ledge that will crumble easily under the humungous creature. Now to convince the others of his plan...
Instant (U)
Target creature gets -X/-X until end of turn, where X is its converted mana cost.
The greater they are, the harder they fall.
IIW: Work together to compel or lure the beast onto unsafe territory where the ground will give in to its weight. Hopefully the fall will be enough to kill or incapacitate it.
After its defeat we will collect a trophy from the body and bring it before the Wightwatch demanding a greater challenge next time.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
Dark 1B
Instant U
All permanents become black and lose all of their other colors until end of turn.
Draw a card.
"In darkness we are all the same." -- Loomis
//
Stormy 3U
Instant U
Put target permanent on top of its owner's library.
"This wicked wind could blow even fate itself off course..." -- Loomis
<<Fuse>>
IIW: Loot the beast's lair.
[Clan Flamingo]
Enchantment(U)
Creatures your opponent's control lose all abilities.
"Stay out of it's range boys, lets lure it into the fire!" - Nejari, Sylvan Tracker
OOC: I'm aware this doesn't kill the beast, but from here we play to it's power and toughness directly.(On a side note, is that allowed? If not, I'll come up with a different card.)
IIW: Lure the creature out, clearly, and then try and slay it with force!
Name: Rorlo Terenid
Race: Human
Class: Druid
Personality: Rorlo Terenid is pugnacious and likes to test new beings he encounters with a fight or challenge. He is also very accepting, believing that everything and everyone has their own niche in nature.
Background: Rorlo was a wealthy jungle guide on his home plane, making a mint taking traders through trackless wilderness safely.
Appearance: Rorlo is a huge, scarred, pale-skinned man with gray eyes. He wears heavy woolen outfits no matter the weather.
Flowerform 1GW
Enchantment - Aura (R)
Flashcast U (You may cast this spell any time you cast an instant if you pay U more to cast it.)
Enchant permanent
Enchanted permanent deals damage in the form of you adding G to your mana pool.
"There is savagery and sweetness in all things. A skilled druid may tip the balance in favor of one or the other." - Rorlo Terenid
IIW: Attempt to further tame the not-so-Frozen Fiend and put it to work for the good of the land
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Race: Elemental
Class: Bard
Appearance: A flamekin reminiscent of those of Lorwyn, she has odd amounts of bangles and bands across her arms and legs. Flame gouting from the rear of her head and along her shoulders. aside from the strange cloths that never seem to burn along her form, nothing much else is notable save for her bright eyes, lyre, flutes, and sitar.
Background: Always her village's main musician and a young shaman, she became enraptured by song and dance one day when travellers rolled by, presenting a show in exchange for resources to be on their way. Such music and merriment was new to her, yet euphoric, so she tagged along. Such was the day however, when the accompanying magician let loose rogue mana.
Personality: Ever curious, yet able to remain solemn at most times, Ais is fond of striking up songs and invoking emotion in others. She can cause all sorts of things with the proper tune, and will go out of her way to protect her party should it even mean endangering herself.
Instant (U)
Put target nonland permanent on the bottom of its owner's library, that player then draws cards equal to the permanent's converted mana cost.
"Winter calls its children to rest
to guard its bosom beneath the earth
for when Spring comes they rise to jest
and frolick in nature's hearth."
-Flamekin Lullaby
IIW: We lull it to sleep with song and gentle hymns, then carefully loot its dwelling, taking care to block the entrance once we leave.
Thanks to mcchief111 for the avvy.
Decks:
Standard:
RMinotaur MidrangeB
Modern:
GSpider TribalB
RArtifractureB
EDH:
MayaelWRG
Reaper KingWUBRG
Niv-MizzetUR
Alesha, Who Smiles At DeathWBR