FOR ANY PLAYERS WHO WANT TO JOIN IN: YOU WILL START IN THE TOWN OF GRUPTEE, WAKING UP AFTER HAVING PASSED OUT FROM EXHAUSTION AFTER BEING CAPTURED. PLEASE READ UP THROUGH POST #16 TO SEE WHAT EXACTLY I'M TALKING ABOUT AND WHAT THE STORY WAS TO GET YOU THERE. Also, in your first post as a new player, just put your character avatar and your background.
WHAT IS AN MMOCCCRPG AND HOW DOES IT WORK?
In a Massively Multiplayer Online Custom Card Creation Role Playing Game, you will play as a character in a world of my creation, voyaging forth and doing whatever you want. Obstacles and challenges will stand in your path (and hopefully you will seek them out) and you will have to create custom magic cards to overcome them. These cards will be graded on a scale from 0-20, with up to 10 points assigned based on card design and balance, and up to 10 points assigned based on how well it fits the lore and situation, including whether it feels connected to your particular character. If your card scores high enough (each challenge will have a score required for success), you move forward. If not, you may have to suffer the consequences. Each challenge will also have guidelines, restrictions, and in some cases, bonus point opportunities.
You have no persistent mana pool or hand size for the purposes of your adventuring. Your only limitations for what you can design are those laid forth in the specific challenge. Also, as has always been a general rule for my MMOCCCRPGS, you can't take permanent cards with you. There may be exceptions for this, but they will have to be earned. The basic rule, though, is you can't design a creature/artifact/enchantment/land and then have access to it for the rest of the game.
It is possible that you could accrue items and abilities through the course of your adventure, and it is up to you to keep track of your avatar, abilities, inventory, etc. And I beg of you to please post all of that in every post you make in this thread, whether they've changed since your last post or not.
The final rule of the game is more lore-based: Please do not build the world too much. A little invention is no problem, especially when it comes to your own character’s history. But what I enjoy most in this is building the world and telling these stories, and I often have some long term plans in mind, so please try not to disrupt these plans by inventing your own locations or major characters, and please try to avoid speaking on NPCs' behalf in your posts.
I think, hopefully, that is all the rules I need to lay out. You can do whatever you want, and explore as you see fit. I will do my best to keep the lore consistent, from NPCs to geography to story and history and all that jazz. Your job is to have fun, explore, design interesting magic cards, and try not to die.
~~~~~
For this game, I want to try something a little more tropical and see what kind of cards we can churn out. Without further ado, let’s just jump into:
The Isles of Calipella
Prologue: Your eyes slowly blink open as you regain consciousness, your head throbbing in pain. It all slowly comes back to you: the ambush, being dragged away, locked up. But you’re not in your cell anymore, and your mysterious captors are nowhere in sight. As your vision returns, you look and see you are not alone. There are others who, like you, are chained up against the curved wooden walls of the… ship! You realize you are in the lower decks of what must be a large sea vessel. You pull against your chains and find them to be very secure. After a short time, you hear footsteps making their way down the nearby ladder and see:
Waythen’s Brute2B
Creature - Human Pirate
Menace
2/2
FIRST CHALLENGE: Break Free
DIFFICULTY (per card): 11
RESTRICTIONS: Limit one card, must be common, must have CMC 2 or less.
There are two parts to this challenge: The chains you’re bound with and the pirate who is guarding you. As you are all imprisoned together, you can each attempt to deal with both the guard and chains on your own, OR, if some of you deal with only the guard while others deal with only the chains, that also works.
ALSO, feel free to designate an avatar card for yourself so that you can share your name and creature types. It should be a 1/2 creature for 1 mana with no abilities (yet). Creature types that have traditional legs and arms are strongly encouraged, though not absolutely required.
I am Dobba, a fat goblin with a grey beard, and a friendly demeanor. Dobba was once a respected religious and political leader of a tribe of island-faring goblins, but his island home was destroyed and all his people lost as a result of nearby battle between a massive leviathan and a planeswalker who merely wanted to test his skill. Dobba does not know the identity of the planeswalker, but he is aware of their existence, and bears a deep bitterness towards them [Note: I'm assuming this takes place in the Magic multiverse, if not planeswalkers don't need to exist.] The rest of his people drowned, but Dobba washed up on the shore of an uninhabited island (he doesn't know whether he was saved by merfolk, or by the ancient magic of his religion). Eventually, he managed to flag down a passing ship, and arrange passage on it in exchange for work. Thus Dobba became a common ship-hand. Since then, he has wandered from place to place doing odd jobs. He is relatively old for a goblin, but is strong, humble, charismatic, and clever. He mostly works for humans, who see goblins as nothing more than menial labor, and frequently beat him. Still, he holds little resentment, and always manages to crack a joke. Though he doesn't speak of it, he still thinks of himself as the leader of his people, and still keeps his old faith (which involves worship of great leviathans who created the world according to Dobba's religion). He has a particular talent for cooking, and prior to his capture, he had recently landed himself an excellent job cooking for a nobleman. Unfortunately, it seems as though Dobba will miss his appointment with the noble.
Dobba is mostly red, with blue and/or white as secondary colors. He may have Citizen, Rogue, Pirate, or Advisor for a secondary type, or even Cleric/Shaman. He is not generally a wielder of magic, but there is power in his the religion of his people. He may someday learn to wield it.
Dobba, the TravellerR
Legendary Creature- Goblin "This one always seems like he's thinkin'."
"Idiot. Goblins don't think." - Garl Munkin to Idd Munkin
1/2
Looking around, I see that there are others who also seem to want out of their chains. Rather than try and break out, I'll try to distract Waythen's Brute. I beg for water, and play the sniveling goblin to give the others a chance to free themselves, or attack the brute. If they don't follow my lead, at least I may get some water out of it.
Constant DistractionU
Instant (C)
Target creature gets -1/-0 until end of turn. Tap that creature. It doesn't untap during its controller's next untap step. "Please, mister strong pirate, mister good pirate! Pleeeeeease mister pirate! Let me lick your boots, mister strong pirate. Let me!"
Arbrel talks a lot, mostly to avoid talking about one specific subject, i.e. his past. He's primarily a ranger but has been hunting bounties more and more lately, and relies on a variety of "trick" weapons such as special arrows.
Arbrel, Garrulous Sniper(G/U)
Legendary Character Creature - Elf Archer (S) "You'll be pinned there a while. Why not chat, then?" - Arbrel, to Moriach the Escapee
1/2
I wriggle in my bonds, desperate to find one of the potions of strength hidden on my person and free it so that I have a fighting chance, both against the chains and against my musclebound captor. Finally I manage to get one vial up to my lips and wince as I administer it the only way I can: By biting straight down on the glass to crack it. Spitting out the pieces, I then swallow and attempt to use my increased might to pull myself free of the chains and then simply bound over and past the thug.
Nimble StrengthGU
Instant (C)
Untap target creature. That creature gets +1/+1 and can't be blocked until end of turn. "Well, until later then? I will come back here." - Arbrel
Rapharos, a centaur recluse, wandered lands unknown and alone for much of what he remembers. All of what little else traced his memory were stars; bountiful skies of stars, green, indigo, and white. He walked among them, through them, and eventually out to the world he now roams. He misses his stars. He looks towards the night sky wishing to see them, but instead, all he perceives are lifeless imitations. One day he will see his way back. Till then he trots, soundless as his hooves trace above the earth, all to see those stars again.
Rapharos, the PerceptiveG
Legendary Creature - Centaur In a moment he understood more than he saw.
1/2
Rapharos rarely interacts with civilized folks, and having never been on ship, finds himself momentarily bewildered. He does however understand chains. Gathering enough of the situation of being locked away on some sea-rocking vessel, he spots the pirate and sizes him up instantly. A decisive victory.
Perceive to DominateG
Sorcery (C)
Scry 3, then for each card put on the bottom of your library this way, target creature gets +1/+1 until end of turn. A glance showed the chains could not hold him, nor could the brute. A surge of green starlight, and both broke.
I ran this character in one of these last time but did not get far at all. Let's see how she does in this setting.
Shalin Nariya
----------
A lithe, young elf girl with long hair light enough to be mistaken for a gold color, Shalin was once a member of the Nayan Druidic Circle, excommunicated shortly after the Conflux for so-called heinous acts against the Circle--namely, for befriending some of the titanic beasts in the Stomping Fields rather than revering them as the gods the Circle proclaimed them to be. Since her excommunication, she has traveled to a large number of locales, serving as a stablehand and beast trainer for a large number of clients. Her most notable clients include militaries of predominantly elf-ruled nations that reject artifice.
Shalin loves being around animals, and enjoys breaking in so-called unbreakable beasts. She loathes most forms of artifice - she would much rather fly on a giant bird instead of board an airship, for instance. Her color identity is primarily green with equal secondary red and white. She may have Druid, Shaman, or Knight as her secondary type. She does know some offensive and healing magic, but she primarily relies on summoning beasts to fight. She is very open-minded--nearly to the point where she can easily be taken advantage of in the right circumstance. One of her greatest weak points is not knowing her own limits - on more than one occasion she has been badly injured by a creature she was trying to bring to her side.
Groggy from having been out cold so long, Shalin did not appreciate being locked up and in a ship hold. She couldn't even remember the last time she was on a ship. As trivial as it would be to summon something to snap the chains in half, she would attract the attention of every crew member on the ship at best, and sink the ship at worst. Instead, she began chanting a spell to simply break the chains apart.
DismantleW
Sorcery {C}
Destroy target artifact or enchantment.
Private Mod Note
():
Rollback Post to RevisionRollBack
A mere ten days after the Mending, a young knight of Valeron and a young ranger of Eos made a discovery that would change Alara forever.
An orphan of a big city, Sondo was taken in by a guild of thieves called the Nightweavers, who became his surrogate family. This guild's particular claim to infamy was their specialization in shadow and evasion magics. Turning to smoke, becoming invisible, jumping and running with impossible grace and lightness, killing with blades of shadow, these are the tools of the guild. Recently however, their primary hideout was discovered and ransacked by a zealous faction of paladins. Sondo now plies his skills to whomever can buy them as he searches for any remaining members of his guildfamily.
Having been part of a Thief Guild most of his life has left Sondo, quiet and withdrawn, rarely speaking unless necessary. This lends itself to his barely noticable presence, and thus stealth, but can often impede group endeavors and garner suspicion from strangers. Magically, Sondo has a multitude of mobility and confusion spells, but only a smattering of out and out offensive ones. Admittedly, casting one of said spells rarely leaves need for a second.
Sondo's classes are what one might expect, rogue, assassin, and scout. occasionally pirate and technically wizard for more straightforward uses of magic.
Sondo is also predictable blue, leaning black. But occasionally he's been known to dip into red for those he cares about.
Sondo, Sellknife(U/B)
Legendary Creature - Human Another day, another escape.
1/2
Sondo, awoke gently to the prattle of a goblin, his head spliting from a combination of hangover and concussion. "I was careless last night" he thought to himself. Noticing the manacles around his wrists, he sighed, and focused through his headache. His hands promptly turned to a black mist and the chains fell through his now vaporous appendages. Now where was he properly? The dimly light surrounding were entirely wooden and damp, the air tastes of salt, and the oaf the goblin is talking too is very tanned and muscular. Great, a ship.
Hazeform(U/B)
Sorcery
Target creature cannot block or be blocked this turn.
Modeled after the protagonist of A Wizard of Earthsea, which I thought would be appropriate given the setting. A young man from a small island, gifted with Magery, but lacking in skill or traning. What skill he currently has is mostly weather-magic, with a dabbling of witchcraft (may turn B later. The kind of thing you'd learn in a small farm/fishing village.
Deceiving Mist1U
Enchantment
Players cast spells face down, without declaring targets. (Players must still declare the Mana Cost and/or other costs of the spell they are casting.)
When a spell resolves, turn it face up and declare targets as part of the resolution of the spell.
If a spell is targeted, turn it face up to determine it's legality as a target.
We need a way to keep the guard from knowing what we're doing. I'll summon up a mist to confuse him, so he won't know what we're doing until it's already happened.
IF ANY NEW PLAYERS SEE THIS AND WANT TO JOIN: Please read up on what's happened so far, including the rest of this post, and join the group as they are now.
As you are currently trapped as a group, I will judge the cards individually, then provide a summary of what happens to you all. Spoilers below are by character name.
Constant Distraction
Design: Even blue doesn’t usually get this effect for one mana at instant speed, based on my Gatherer search. It’s got several blue parts and feels blue, but it feels like it needed to cost at least one more mana to be printable. Flavor text isn’t very MtG friendly, but is good for this game’s lore. 4.5/10
Flavor: This definitely works. It goes with your character and the only flavor question it arises for me is that it will be very hard for any of the others to help break you out of your chains if you’ve got the Pirate looking right at you the whole time as part of your distraction. 9/10
Total: 13.5/10
Nimble Strength]
Design: I like that this is a combat trick with some tension/versatility in terms of when it gets played. For the difficulty to cast of it being multicolored, I think it could even be a little stronger in the pump section, but it would still be printable as-is. The flavor text sort of took me a minute to figure out, contextually. 8.5/10
Flavor: This all connects for me mechanically to waking up and breaking out of chains and possibly even overpowering the pirate if that ends up being more necessary to the group than just bounding over him. 9/10
Total: 17.5
Perceive to Dominate
Design: I like this unexplored design space for scry a lot, and think this is a very cool card and balanced at cost, even if green rarely scries in high numbers. It doesn’t necessarily feel, though, like the flavor text matches the name of the card, as the name implies a spell designed to intimidate a weaker being, while the flavor text implies a spell that’s more just… mystical light. But still I love the actual card mechanic, so… 8/10
Flavor: This sort of runs into the problem I was just stating above. The green starlight mentioned in the card’s flavor text sort of goes against the rest of the card, and against what you’ve typed in your little action paragraph. But if I ignore the flavor text and perceive this as you intimidating and/or overpowering the chains and the pirate, then it all makes sense, so I am going to deduct points for the flavor text mismatch, but not too many points, because the rest all works great. 7.5/10
Total: 15.5
Dismantle
Design: There is already a card named Dismantle, so I don’t love that. And then the card itself is basically a strictly better Fragmentize, so I don’t super love that either, and there’s not flavor text on it to make it feel different or exciting. I could see this card getting printed within the next couple years thanks to power creep under a different name and with flavor text, but it’s sort of universally unexciting design-wise, as-is. 4/10
Flavor: This, on the other hand, is hard to argue against. You destroy the chains by destroying target artifact. These cards don’t have to be innovating or original to make sense flavorfully, so no reason to score you low here. 9/10
Total: 13
Hazeform
Design: Hybrid cards are tricky, and each of these effects is just quite on the border of the color it’s less traditionally part of. I think, personally, I would prefer a version of this that cost 1 more and maybe also draws you a card, just because I feel weird when colors get access to things that are SLIGHTLY outside of their pie for 1 mana. It’s really just the black “can’t be blocked” that’s worrisome here. But I like how the card is very simple but feels innovative at the same time. Wish it had flavor text, though. 6.5/10
Flavor: The card name and mechanics combine well together to match what you are saying is happening. No complaints. Not blown away or anything, but no complaints. 9/10
Total: 15.5
Deceiving Mist
Design: Wow this card is trying to do a lot. It creates so many rules questions and headaches that I can’t imagine it being printed, especially at common. Often, an opponent will know what spell is being cast just because of the mana cost you declare, so the mystery this card allegedly provides might not even come with any real bonuses. If anything, it can sometimes create a question of “is this the spell i want to counter” but if you’re playing blue, you should be the one doing the countering, not the one making it harder to know when to counter things. All in all, I get what the card is trying to be, but its so overwhelmingly too-complicated-for-common-and-for-the-rules-of-MtG to be printable. Points for originality, but maybe keep things a notch or two simpler, moving forward. 2.5/10
Flavor: This, on the other hand, actually just kinda makes sense. It’s a solid support attempt for what is happening: You obscure what everyone is doing so the Pirate guard is none the wiser. 9/10
Total: 11
As a magical mist swirls through the lower decks, provided by one of your fellow captors, others among you are able to magically escape the chains and aid the others. An elf and centaur even manage to overpower the guard in the scuffle of the mists. After a matter of a minute, you are all broken free and the guard sits unconscious leaning against the deck. After some amount of introductions and panic (feel free to RP any getting-to-know-each-other that you wish) you collectively sneak your way to the upper deck to learn more about what exactly is going on. You manage to sneak to the top deck and hide behind a very convenient assortment of crates and barrels. Looking around, there are three points of note:
1) You see three more pirates (same card as last time) milling about.
2) You see a grand wooden wheel at the ship’s helm that appears to be steering on its own.
3) You see several distant large land masses in different directions, but for the most part, you see water. Too much water. And the islands, the outfits of these pirates, and even the look of the ship upon which you stand are wholly unfamiliar. There is one conclusion to be drawn from this: Each of you is no longer on your home Plane anymore.
You are all too fatigued to manage any way to travel the distance from this ship to the nearest visible island, even with magical assistance. The most prudent course of action, it appears, is to commandeer this ship. Which brings us to…
You may each design one card for either of the two following challenges. Please read the accompanying notes for clarifications.
CHALLENGE “A”: Deal with the Pirates
DIFFICULTY: 13
RESTRICTIONS: CMC 3 or less.
(NOTE: This challenge can be addressed as a team, if you all choose. This is to say, if one of you designs a card that deals with two pirates and someone else designs a card that deals with one pirate, you’ve dealt with all three as a team.)
CHALLENGE “B”: Gain control of the ship’s wheel (which is currently operating magically on its own)
DIFFICULTY: 13
RESTRICTIONS: Design a permanent card (but remember, you can’t take it with you)
(NOTE: I will only even look at cards for Challenge B once I look at the cards for Challenge A first and determine that you were successful in dealing with the pirates. So don’t post anything for this challenge until you’re confident that a good card for Challenge A has been posted by someone else. I just wanted to give you the opportunity to not waste a “turn” by having to do one of these things, then the other)
EVERYONE WHO POSTS, REGARDLESS OF CHALLENGE, ALSO CHIME IN ON THIS:
You must decide as a group where exactly you want to take this ship. There are three viable options that you can see from aboard the ship. Please make it clear either in your RP or on its own which direction you are voting for:
To the EAST, the closest continent of the three — medium size, appears hilly/mountainous, but also abundant with greenery.
To the SOUTH, a distant series of much smaller islands, too far away to tell any other features
To the NORTHWEST, the largest visible continent by far in terms of land mass, though it appears small from here as it is also the farthest away by a somewhat significant margin.
Dobba is clearly in awe with his apparent comrades, most of whom displayed considerable magical ability in the first moments of his meeting them. He is particularly impressed with Rapharos, having never seen a centaur before. He is a natural team-player, and seeks mostly to be of use to his comrades, lest they turn on him.
"Three badmen, Dobba sees, and the ship is magicked, yes. We are going somewhere they wish to take us there. They sell us for slaves, yes, much moneys for the mighty man-horse. But why they took poor Dobba? First, the mist-man makes misting, then Dobba and his new friends jump out with ambush. Yes? Three of us charge at three badmen, for throwing them overboard, and then they drowning dead. Then Dobba sails us to goodland [points to the closest land-mass to the EAST]. Dobba is the good pilot. He knows."
Dobba quietly proposes this strategy, but he is not one to act impulsively. He will wait for input from the group before doing anything, and if someone else leaps into action, he will follow with no question.
Coordinated Ambush2R
Instant (C)
Up to three target creatures each get +1/+0, haste, and first strike until end of turn. Subtlety and savagery are not mutually exclusive.
When in doubt, there is science. When in need, there is sorcery.
That was the mantra that Ino Ramir (pronounced EE-no rah-MEER) always lived by. Known among the locals as the "Blue Flame" throughout his younger years, he always preferred "Ecstatic" to "Fiery" in descriptions of him-they always forgot about the lightning. In fact, in addition to the Vedalken's keen intelligence, he was pushed to a expeditionary advisor due to his ability to get himself out of tricky situations. With his hands commanding Fire, lightning, information, and emotion, it was hard for him to get into a situation he couldn't escape. With his left, he commanded flame and emotion (with direct contact), and with his right, electricity beyond compare and the siphoning of information (with direct contact). However, once, he found his match. Someone too smart to let him come close, and too resilient to let themselves die to anything so petty as lightning or fire. The next thing he knew, he woke up on a ship, loosened chains around his arms, and he sprang up, keen on finding out what exactly was going on.
Ino Ramir, Fiery Advisor(U/R)
Legendary Creature - Vedalken Advisor When in doubt, there is science. When in need, there is sorcery.
1/2
Walking up the stairs, he sees a large battle out of his adjusting eyes. A brigand to deal with, assuming he's on the side of the revolters, which it was quite clear he was. He decides to help out a bit, and unleashes a minute flurry with his right hand. Manic Lightning1UR
Instant - (U)
Manic Lightning deals 2 damage to each of up to two target creatures.
Scry 1. "The revelation will be a shock to you, I'm positive."
Seeing a large portion of the pirates disposed of, he looked for his fellow comrades to do the rest.
Private Mod Note
():
Rollback Post to RevisionRollBack
My thoughts are with the friends and family of the Orlando Shooting victims and with the rest of the LGBTQA+ community.
Check out my Newborder Peasant Cube here! http://www.cubetutor.com/draft/37467
Necarg, please don't acknowledge this in any way whatsoever.
True Name Mafia (Win),Clan Contest IX Mafia (Win), Bravely Default Mafia (Loss), BOTAS (loss), BfV (Loss), Ace Attourney (loss)
Rules Advisor before they were eradicated
Kothos, the Ethereal (W/B)
Legendary Creature - Aetherborn Cleric Though time may pass quickly, my faith and journey will keep me ever wandering.
Kothos adjusts to the reality of his situation: He suddenly realizes he is in a ship with what seems to be a group of prisoners struggling to fight back control of the ship from the hands of some...unruly folk. "Nothing better to do with this existence than spread the word of the Aether, and I cannot do that if those who will listen to me are dead," he mutters to himself. Then, he suddenly hears the sound of a screeching Goblin, and reacts in time to cast a wispy black spell at one of the pirates, hindering the pirate's movement.
Clutching Darkness1WB
Instant (U)
Target creature gets -1/-1 until end of turn and that creature cannot attack until its owner's next turn. "First it binds the legs, then the neck. Truly fascinating."
—Kothos, Aetherborn priest
Sondo, Sellknife(U/B)
Legendary Creature - Human Another day, another escape.
1/2
Making his way topside with his fellow revolters, Sondo finds himself next to the prattling Goblin, Dobba apparently. His plan seems simple enough, and he also seems to smell of salt sea and cloths are flecked with seaweed and ship tar. A good indication that he probably isn't lieing about his skills. "Ok, small friend, good plan, east it is." He hesitates, "Name's Sondo" and extends his hand, the Goblin reciprocates. Yes, they were all here together, a show of comradery would be in his best interest. Now about the pirates. Killing them outright would be the simplest route, but if he could keep one alive for now he might learn something about this whole debacle. He searchs his person, most of his possessions were gone, but wait a small pouch was still in his left sleeve. Good enough. Two of the dults seemed already occupied between Dobba, a strange stony fellow, and a... vedalken? He wasn't quite sure, they were a less common folk. Focus! A quick side step and a dusty hand over the pirate's face and he was unconscious.
Dream Sand1U
Instant (C)
Tap target creature. It doesn't untap during its controller's next untap step. "Sleep time now."
As a young man, Cal's parent's were killed, and he was adopted by his aunt and uncle on a farm. He lived there until he was drafted into the military. After 4 years of military service, he left after losing his right hand. He currently uses an enchanted hand to move as his former one. His years of military service have given him an odd sense of justice.
Cal, Living Justice
Legendary Creature - Human Wizard Warrior Justice does not come without pain
1/2
Ugh, pirates. Thieves upon the sea. How embarrassing that he was captured by them. Well, time to deal with this.
Burning Shackles1RW
Enchantment - Aura (U)
Enchant Creature
Enchanted creature cannot attack
Deal 1 damage to enchanted creature at the beginning of each upkeep. "Stand still, it will only hurt more if you move."
- Cal, Living Justice
Rapharos, the PerceptiveG
Legendary Creature - Centaur In a moment he understood more than he saw.
1/2
Rapharos looks across the sea, his vision gaining more insight than most about the distant landmasses. While he hears Dobba and Sondo exchange words, he only acknowledges the two with an affirming glance. The ship is not where he intends to stay. While he understand the purpose of the wheel at the helm of the ship, putting it to use is unfamiliar and not a skill he plans on learning that day. Instead, his signature green shimmering of stars burst through those that charge the pirates.
Unified Charge2G
Sorcery (R) Strive — Unified Charge costs G more to cast for each target beyond the first.
Any number of target creatures each get +1/+1 for each creature you control until end of turn.
Arbrel, Garrulous Sniper(G/U)
Legendary Character Creature - Elf Archer (S) "You'll be pinned there a while. Why not chat, then?" - Arbrel, to Moriach the Escapee
1/2
Well. These fellows seem to have it handled right now; introductions can come later. Time to take over this boat. I may not know much about sailing, but I can certainly summon an expert. My elven blood calls out for aid... and I opt to go EAST.
Elvish Mariner3GU
Creature - Elf Pirate (R)
When Elvish Mariner enters the battlefield, reveal your hand. Distribute X +1/+1 counters among any number of target creatures, where X is the number of Forest cards revealed in this way, then draw a number of cards equal to the number of Island cards revealed in this way. "Many of us may not feel at home at sea, yet the true mark of elvish pride is to be able to take our homes with us."
2/4
Coordinated Ambush
Design: Abandon Reason makes me think this card is overpowered. I know that card has madness, but this card has both haste AND one additional target AND one lower rarity. Maybe if the card mandated three targets instead of having the “up to,” this would be more balanced. It’s not like… wildly overpowered or anything, but I do think it’s above reasonable power level based on recently printed cards. That said, the name, text, and flavor text all mesh together very nicely. 7/10
Flavor: Great job on this, the name fits perfectly for the plan you’re going for here, and it’s very easy to visualize exactly how it plays out. 9.5/10
Total: 16.5
Design: This card is simple and balanced, I think. There’s an argument to be made for this scrying 2, just because they like having the same number appear on the same card a lot, but it’s fine as-is. My only complaint here is that the scry mechanic and the flavor text of the card don’t quite match the name, which does not sound like it has anything to do with there being some kind of “revelation.” But seeing as that’s my only real complaint… 8.5/10
Flavor: It’s not the safest plan to use on a boat, but for the sake of this, it gets the job done. 8/10
Total: 16.5
Clutching Darkness
Design: I think this card might be significantly overcosted/over-raritied. -1/-1 costs less than one black mana at this point, and skipping a single attack costs maybe one white mana. So putting the two together should cost two mana at most, and needn’t even necessarily be gold. I think maybe this card would be better served if the -1/-1 and the can’t-attack each targeted separately. The flavor of the card itself it solid, evoking some weird dark bindings. 6/10
Flavor: The flavor text of the card really sells the flavor of its application to the in-game scenario here. Without it, this score would be on the middling side, but with it, I’m gonna go ahead and award 8.5/10
Total: 14.5
Dream Sand
Design: This card is unexciting but correctly balanced based on every other card with this effect. Internal flavor works. 8/10
Flavor: There’s been some real overkill on Challenge A to the point that barely any pirates are left alive for you to put to sleep, but that’s no reason to take off points. Better safe than sorry. 8.5/10
Total: 16.5
Burning Shackles
Design: The templating on this needs some work, specifically in terms of the “Deal 1 damage” part. Cards must always specify the source of the damage specifically. Overall, this card could probably cost less and be common. It’s only half of a pacifism effect, and dealing 1 damage to the creature each turn doesn’t mean ALL that much, unless it renders it an ineffective blocker or kills it outright. I think this could cost one mana less and be common. Internal flavor all stacks up nicely though - I get what the card represents. 5.5/10
Flavor: Yeah, this would definitely take care of one of the pirate’s ability to do anything. 8.5/10
Total: 14
Unified Charge
Design: Wow this is hard to think about (in a good way). First, it’s sorcery speed, so massive pump is more allowable. It’s also conditional on you having a lot of creatures. Last, it doesn’t grant evasion. So, all that said, I think this is actually, just, like, a good card that you’d like in limited and certain token strategies in constructed to break through stalemates. I really enjoy this card a lot. 9/10
Flavor: No reason to take any points off here other. It’s sort of the same strategy as a card that was posted before you, but no matter, it’ll work. 9/10
Total: 18
Elvish Mariner
Design: Woo, Elf Pirate! But is it any good? It’s a 5-drop that cares about there being lands in your hand. Preferably a lot of them. That seems like a relatively unlikely occurrence, and also one you don’t necessarily want. That makes this pretty squarely a Johnny card. You’re going to need to build around it. If you have one Forest and one Island in hand, you get a 3/5 and draw a card for 5 (multicolored). That feels printable at common to me. I guess what this all comes down to is that this card is very weak unless there’s a late-game stalemate, you’re holding a bunch of lands in your hand, and you finally draw this. That’s… a little too narrow for me. That said, I like the general idea of what you’re going for. The balance just seems on the underpowered side. 4.5/10
Flavor: It makes sense that an elf summoning help would summon an elf, and elf pirates sound cool. I envisioned this challenge as being more about removing whatever magical power was controlling the wheel in the first place, but this angle works too. Any pirate of talent should be able to commandeer any ship. 8.5/10
Total: 13
As a group, you thoroughly overwhelm the Pirates over and over again. Leaving them thoroughly pummeled, Arbrel alone is left to attempt to wrest control of the ship, which he manages, albeit just barely. As the majority opinion of the prisoner crew is to go East, the ship is taken east toward the nearest mountainous isle.
You scan the coastline looking for some kind of port or dock but find none - only long stretches of rocky coastline. Finally, at the very least, you are able to find a beach that can be safely approached. The ship drops anchor just off this coastline, and you all take a moment to catch your breath. As you do, a Goblin emerges from the jungle, just inland from the beach. You explain your predicament - that you were captured and brought to the plane against your will, and don’t really know where you are, and, most pressingly, don’t have any food. The Goblin, a very trusting-seeming fellow, takes pity on you and invites you to follow him inland to his village. For lack of a better alternative, you choose to follow. After about a twenty minute walk through jungle, you emerge into a cleared out area. On ground level you see a series of huts and fire pits, but not much in the way of life. Looking up, however, you see a vibrant Goblin society bustling across a series of bridges and platforms in the treetops, amidst an assortment of large, cobbled-together treehouses. The Goblin tells you this village is called Gruptee. Among notable specific sights, you see:
A very elderly Goblin on ground level who appears to be quite thin and sickly
A commotion on the upper level, with several Goblins yelling at one ornately dressed Goblin
A human - the only one here outside of your own group - cooking some sort of stew on ground level
At the top of a spiral staircase around one single tree in the center of town, there is a Goblin dressed in a safari helmet, looking through binoculars
There is no challenge this round. You can interact with any of the notable sights I just listed, or you can ask around/look for something else of a different nature (just don’t invent too much world in the process – I’m generally kind in terms of giving players what they’re looking for, as long as they don’t assume they’ve already found it), or you can just pick a direction and leave town into the wilderness, or you can even head back to the ship.
Arbrel, Garrulous Sniper(G/U)
Legendary Character Creature - Elf Archer (S) "You'll be pinned there a while. Why not chat, then?" - Arbrel, to Moriach the Escapee
1/2
Generally speaking, jungles are much more to my liking than open seas. So this place is relatively comfy for me, despite the strange surroundings. These Goblins may be primitive, but I'm sure they have a fascinating culture, and I would not mind living among them as an outsider, as the Human cooking is doing, I'm sure. However, there is an argument happening, which merits my attention most of all. I swing myself up to the upper level and insert myself into the scrum of Goblins all yelling at the one ornately dressed one.
"Well, fellows, what seems to be the problem? Surely it's nothing that can't be talked through."
EDIT: Card for fun/if it helps.
Empyrial DiscourseGG
Sorcery (U)
You gain life equal to the number of cards in your hand.
Scry 1. "There's always a simpler, higher, nobler matter to discuss."
Rapharos, the PerceptiveG
Legendary Creature - Centaur In a moment he understood more than he saw.
1/2
Rapharos continues his silent gazes as he is led into the goblin town. He discerns the scene quickly and as the others around him talk and move among themselves, ascends to the upper level with his floating gate. The bickering between goblins, ornate and not so ornate, irritates him. He prefers quiet first, and controlled sounds second. Goblins prefer neither.
Arbel chimes in "Well, fellows, what seems to be the problem? Surely it's nothing that can't be talked through."
With a sudden tromp, Rapharos lets his levitation drop and walks on the ground. Loudly. Through the commotion, bumping any particularly noisy goblin aside. As he does, he acknowledges only Arbel with a look as he passes to a higher vantage point to examine the stars.
Seek and SeeUG
Sorcery (U)
Target creature gains trample and "When this deals combat damage to a player, scry 2, then draw two cards." until end of turn. "Don't stand in his way. He has only one thing on his mind."
- Gakos, Meletis Captain
(I realize we didn't need to do a card, but whatever.)
Sondo, The Steady(U/B)
Legendary Creature - Human Rogue "What have we here?"
1/2
Finally some respite. Time to take some personal inventory. The blasted pirates had taken most of his possessions, but a few hidden pockets had not been pilfered. Among them there are a handful of silver and copper coins of questionable value on another plane let alone on a remote goblin island, a trio of dream sand pouches, a small elegant blade. [quality to be determined by SC-Penguin], and his lock pick kit [qualities to be discussed.] Not a lot. He was going to have to rely on his wits and magics here. Next his bearings. A simple mist familiar ought to do, the air here was certainly humid enough to make one. Admittedly, these were more often used for casing rich estates rather than geological surveys, but one deals with what one has. Vaporkin Sondo orders the elemental to do a broad scan of the isle, and report back with any significant geological points or other settlements. Lastly, but most importantly, FOOD. Sondo makes his way to the human tending the stew, hoping for both sustenance and information. Inquiring MindsUU
Sorcery (U)
As an additional cost to cast ~, tap an untapped creature you control.
Draw two cards.
Hmmm, Let me try this. Character is based on one of my characters from Might and Magic 6, and the name, one of my rendered custom cards. I'm still developing him but I want him to be able to cast all of the elemental magics in that game (doesn't have Dark yet, and thus Malir cannot cast Black spells, and will remain like that in this game.)
Malir the SorcererU
Legendary Creature - Human Wizard
~ may change the color he is on your turn, except for Black.
2/1
Malir comes around on the streets of Gruptee, with no memory on how he got there. He had been traveling by ship to gain the favor of the final Elemental to complete his training as a Wizard...but...then things got hazy. There were these guys, with swords...and then, nothing until now. He groggily looks around, trying to figure out where he is. Goblins. Great, he's in a town full of goblins. He needs to hide until he's a bit better...
StuttershroudU
Sorcery (C)
Your opponent flips a coin. If heads, Malir cannot be attacked next turn. "I gotta hide...but I'm still weak...I hope this works..."
Dobba, Curious TravellerR
Creature- Goblin "Hello, good newfriends! Dobba most humbly greets you."
1/2
A remote goblin village? This feels like home! The goblins look different here than on Dobba's homeworld: here, they are green rather than red or orange. They are also taller, thinner, and less hairy [if this conflicts with lore, you can correct it. Goblins often vary from plane to plane.] Nevertheless, Dobba is ecstatic to find a village not unlike his own lost home. Forgetting hunger, curiosity takes over, and he walks up the the first group of friendly-looking goblins he sees, and addresses them as old friends. In any goblin culture Dobba knows, it would be rude of them not to offer him food, but he won't push the idea. He wishes to befriend as many of these goblins as he can, since they may protect him if his new comrades turned on him. He doesn't trust this band of strange wizards (other than Sondo, who seems like a decent chap,) but he figures that if they are so powerful, some of them must also be rich, and rich friends are the best kind. Dobba will stay with his fellow escapees if he can. In the meantime, hobnobbing.
HobnobR
Sorcery (U)
Each player draws a card, then discards a card.
Draw a card, then discard a card.
ooc: Ack, looks like I missed a couple posts - sorry!
Shalin, Outrider Daredevil
Legendary Creature - Elf "Any beast has its breaking point. You just have to know how to find it."
1/2
Seeing how the rest of the now-crew of the ship had gone ashore, Shalin left the ship as well. Thinking about gathering food and supplies as well, the girl set out to forage until the agreed time of return, as well as see what kinds of wildlife piqued her interest on the mountainous isle - particularly around the foothills. Besides, goblins came off as a bit too primitive to her.
Off the Beaten Path1G
Sorcery {U}
Look at the top five cards of your library. You may reveal any number of creature and/or land cards from among them. Put one of the revealed cards into your hand, the rest of the revealed cards on top of your library in any order, and any cards not revealed this way on the bottom in any order.
Naerion (Snow)
Legendary Snow Creature- Human Warrior
"The guys back home'll never believe this."
1/2
I was a common snow warrior from my tribe, but I knew I was destined for greatness. I guess I woke up after everyone else, cause the pirates are all gone, and the ship is already ashore. I wander ashore, hoaping to figure out where I am. It's way hotter here than I'm used to, and there's no snow to wield. I wander up to the goblins, but it's still too hot for my tastes. Better cool off. I make cold aura for myself. Not too big, though. I don't wanna make the goblins mad.
Winter Blessing (Snow)
Snow Enchantment- Aura (Uncommon!)
Enchant creature
When enchanted creature attacks, you may untap target snow permanent.
They say behind every great tale of adventure, there's a great bartender. And Phelix (pronounced Felix) is the best journeyman bartender around. Traveling from place to place plying his trade at whatever tavern,feast hall,or dive bar, will let him tend bar ad earn some coin for the evening. He has gained a bit of a impressive reputation amongst the adventurers,rogues, and drunkards that populate such places, earning him the moniker The Liquid Alchemist, as even the worse tavern swill seems to taste better if he's the one pouring it into your mug. Nobody knows the real secret to his success , that he's actual a prodigy in the art of hydromancy, who forsook the dry and boring halls of academia for the excitement and pleasures of the wide world. With his magical skills he can do more than than just manipulate and manifest liquid up to even changing it's properties, enabling him to turn dingy well water into fine wine or an enemies blood into acid, should someone get on his bad side.
Phelix, Liquid Alchemist
Legendary Creature-Human Wizard "I don't know about you,but I could use a drink...."
1/2
"Ah!"
He awoke with a start, his eyes darting around, unsure of his surroundings. However, slowly but surely it all began to come back to him, the abduction, being trapped on that ship. However it looked like that had all changed. He emerged from a hut to find himself in a jungle village. Aside from the goblins there was a motley collection of others, that Phelix vaguely recalled were also trapped with him aboard the ship.
Eventually though a combination of eavesdropping and blunt questions he figured out the rest, apparently while he had been passed out, the others had commandeered the ship and over powered the pirates, landing on this mysterious island here
All and all, it wasn't the worst thing Phelix had ever woken up, but it was in the top 5
With all that he knew and the mountain of things he didn't know, Phelix decided to head back towards the ship that brought them there and investigate. Pirates didn't just abduct people at random, maybe there was some clues as why they were taken, or a map of this strange land so he could get his bearings.
WHAT IS AN MMOCCCRPG AND HOW DOES IT WORK?
In a Massively Multiplayer Online Custom Card Creation Role Playing Game, you will play as a character in a world of my creation, voyaging forth and doing whatever you want. Obstacles and challenges will stand in your path (and hopefully you will seek them out) and you will have to create custom magic cards to overcome them. These cards will be graded on a scale from 0-20, with up to 10 points assigned based on card design and balance, and up to 10 points assigned based on how well it fits the lore and situation, including whether it feels connected to your particular character. If your card scores high enough (each challenge will have a score required for success), you move forward. If not, you may have to suffer the consequences. Each challenge will also have guidelines, restrictions, and in some cases, bonus point opportunities.
You have no persistent mana pool or hand size for the purposes of your adventuring. Your only limitations for what you can design are those laid forth in the specific challenge. Also, as has always been a general rule for my MMOCCCRPGS, you can't take permanent cards with you. There may be exceptions for this, but they will have to be earned. The basic rule, though, is you can't design a creature/artifact/enchantment/land and then have access to it for the rest of the game.
It is possible that you could accrue items and abilities through the course of your adventure, and it is up to you to keep track of your avatar, abilities, inventory, etc. And I beg of you to please post all of that in every post you make in this thread, whether they've changed since your last post or not.
The final rule of the game is more lore-based: Please do not build the world too much. A little invention is no problem, especially when it comes to your own character’s history. But what I enjoy most in this is building the world and telling these stories, and I often have some long term plans in mind, so please try not to disrupt these plans by inventing your own locations or major characters, and please try to avoid speaking on NPCs' behalf in your posts.
I think, hopefully, that is all the rules I need to lay out. You can do whatever you want, and explore as you see fit. I will do my best to keep the lore consistent, from NPCs to geography to story and history and all that jazz. Your job is to have fun, explore, design interesting magic cards, and try not to die.
~~~~~
For this game, I want to try something a little more tropical and see what kind of cards we can churn out. Without further ado, let’s just jump into:
The Isles of Calipella
Prologue: Your eyes slowly blink open as you regain consciousness, your head throbbing in pain. It all slowly comes back to you: the ambush, being dragged away, locked up. But you’re not in your cell anymore, and your mysterious captors are nowhere in sight. As your vision returns, you look and see you are not alone. There are others who, like you, are chained up against the curved wooden walls of the… ship! You realize you are in the lower decks of what must be a large sea vessel. You pull against your chains and find them to be very secure. After a short time, you hear footsteps making their way down the nearby ladder and see:
Waythen’s Brute 2B
Creature - Human Pirate
Menace
2/2
FIRST CHALLENGE: Break Free
DIFFICULTY (per card): 11
RESTRICTIONS: Limit one card, must be common, must have CMC 2 or less.
There are two parts to this challenge: The chains you’re bound with and the pirate who is guarding you. As you are all imprisoned together, you can each attempt to deal with both the guard and chains on your own, OR, if some of you deal with only the guard while others deal with only the chains, that also works.
ALSO, feel free to designate an avatar card for yourself so that you can share your name and creature types. It should be a 1/2 creature for 1 mana with no abilities (yet). Creature types that have traditional legs and arms are strongly encouraged, though not absolutely required.
Dobba is mostly red, with blue and/or white as secondary colors. He may have Citizen, Rogue, Pirate, or Advisor for a secondary type, or even Cleric/Shaman. He is not generally a wielder of magic, but there is power in his the religion of his people. He may someday learn to wield it.
Dobba, the Traveller R
Legendary Creature- Goblin
"This one always seems like he's thinkin'."
"Idiot. Goblins don't think." - Garl Munkin to Idd Munkin
1/2
Looking around, I see that there are others who also seem to want out of their chains. Rather than try and break out, I'll try to distract Waythen's Brute. I beg for water, and play the sniveling goblin to give the others a chance to free themselves, or attack the brute. If they don't follow my lead, at least I may get some water out of it.
Constant Distraction U
Instant (C)
Target creature gets -1/-0 until end of turn. Tap that creature. It doesn't untap during its controller's next untap step.
"Please, mister strong pirate, mister good pirate! Pleeeeeease mister pirate! Let me lick your boots, mister strong pirate. Let me!"
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
Arbrel talks a lot, mostly to avoid talking about one specific subject, i.e. his past. He's primarily a ranger but has been hunting bounties more and more lately, and relies on a variety of "trick" weapons such as special arrows.
Legendary Character Creature - Elf Archer (S)
"You'll be pinned there a while. Why not chat, then?" - Arbrel, to Moriach the Escapee
1/2
I wriggle in my bonds, desperate to find one of the potions of strength hidden on my person and free it so that I have a fighting chance, both against the chains and against my musclebound captor. Finally I manage to get one vial up to my lips and wince as I administer it the only way I can: By biting straight down on the glass to crack it. Spitting out the pieces, I then swallow and attempt to use my increased might to pull myself free of the chains and then simply bound over and past the thug.
Nimble Strength GU
Instant (C)
Untap target creature. That creature gets +1/+1 and can't be blocked until end of turn.
"Well, until later then? I will come back here." - Arbrel
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Rapharos, the Perceptive G
Legendary Creature - Centaur
In a moment he understood more than he saw.
1/2
Rapharos rarely interacts with civilized folks, and having never been on ship, finds himself momentarily bewildered. He does however understand chains. Gathering enough of the situation of being locked away on some sea-rocking vessel, he spots the pirate and sizes him up instantly. A decisive victory.
Perceive to Dominate G
Sorcery (C)
Scry 3, then for each card put on the bottom of your library this way, target creature gets +1/+1 until end of turn.
A glance showed the chains could not hold him, nor could the brute. A surge of green starlight, and both broke.
----------
A lithe, young elf girl with long hair light enough to be mistaken for a gold color, Shalin was once a member of the Nayan Druidic Circle, excommunicated shortly after the Conflux for so-called heinous acts against the Circle--namely, for befriending some of the titanic beasts in the Stomping Fields rather than revering them as the gods the Circle proclaimed them to be. Since her excommunication, she has traveled to a large number of locales, serving as a stablehand and beast trainer for a large number of clients. Her most notable clients include militaries of predominantly elf-ruled nations that reject artifice.
Shalin loves being around animals, and enjoys breaking in so-called unbreakable beasts. She loathes most forms of artifice - she would much rather fly on a giant bird instead of board an airship, for instance. Her color identity is primarily green with equal secondary red and white. She may have Druid, Shaman, or Knight as her secondary type. She does know some offensive and healing magic, but she primarily relies on summoning beasts to fight. She is very open-minded--nearly to the point where she can easily be taken advantage of in the right circumstance. One of her greatest weak points is not knowing her own limits - on more than one occasion she has been badly injured by a creature she was trying to bring to her side.
Legendary Creature - Elf
1/2
Groggy from having been out cold so long, Shalin did not appreciate being locked up and in a ship hold. She couldn't even remember the last time she was on a ship. As trivial as it would be to summon something to snap the chains in half, she would attract the attention of every crew member on the ship at best, and sink the ship at worst. Instead, she began chanting a spell to simply break the chains apart.
Dismantle W
Sorcery {C}
Destroy target artifact or enchantment.
Emille, Seven-Sting Dancer Shalin Nariya
An orphan of a big city, Sondo was taken in by a guild of thieves called the Nightweavers, who became his surrogate family. This guild's particular claim to infamy was their specialization in shadow and evasion magics. Turning to smoke, becoming invisible, jumping and running with impossible grace and lightness, killing with blades of shadow, these are the tools of the guild. Recently however, their primary hideout was discovered and ransacked by a zealous faction of paladins. Sondo now plies his skills to whomever can buy them as he searches for any remaining members of his guildfamily.
Having been part of a Thief Guild most of his life has left Sondo, quiet and withdrawn, rarely speaking unless necessary. This lends itself to his barely noticable presence, and thus stealth, but can often impede group endeavors and garner suspicion from strangers. Magically, Sondo has a multitude of mobility and confusion spells, but only a smattering of out and out offensive ones. Admittedly, casting one of said spells rarely leaves need for a second.
Sondo's classes are what one might expect, rogue, assassin, and scout. occasionally pirate and technically wizard for more straightforward uses of magic.
Sondo is also predictable blue, leaning black. But occasionally he's been known to dip into red for those he cares about.
Sondo, Sellknife (U/B)
Legendary Creature - Human
Another day, another escape.
1/2
Sondo, awoke gently to the prattle of a goblin, his head spliting from a combination of hangover and concussion. "I was careless last night" he thought to himself. Noticing the manacles around his wrists, he sighed, and focused through his headache. His hands promptly turned to a black mist and the chains fell through his now vaporous appendages. Now where was he properly? The dimly light surrounding were entirely wooden and damp, the air tastes of salt, and the oaf the goblin is talking too is very tanned and muscular. Great, a ship.
Hazeform (U/B)
Sorcery
Target creature cannot block or be blocked this turn.
Legendary Creature- Human Mage
Modeled after the protagonist of A Wizard of Earthsea, which I thought would be appropriate given the setting. A young man from a small island, gifted with Magery, but lacking in skill or traning. What skill he currently has is mostly weather-magic, with a dabbling of witchcraft (may turn B later. The kind of thing you'd learn in a small farm/fishing village.
Deceiving Mist1U
Enchantment
Players cast spells face down, without declaring targets. (Players must still declare the Mana Cost and/or other costs of the spell they are casting.)
When a spell resolves, turn it face up and declare targets as part of the resolution of the spell.
If a spell is targeted, turn it face up to determine it's legality as a target.
We need a way to keep the guard from knowing what we're doing. I'll summon up a mist to confuse him, so he won't know what we're doing until it's already happened.
As you are currently trapped as a group, I will judge the cards individually, then provide a summary of what happens to you all. Spoilers below are by character name.
Design: Even blue doesn’t usually get this effect for one mana at instant speed, based on my Gatherer search. It’s got several blue parts and feels blue, but it feels like it needed to cost at least one more mana to be printable. Flavor text isn’t very MtG friendly, but is good for this game’s lore. 4.5/10
Flavor: This definitely works. It goes with your character and the only flavor question it arises for me is that it will be very hard for any of the others to help break you out of your chains if you’ve got the Pirate looking right at you the whole time as part of your distraction. 9/10
Total: 13.5/10
Design: I like that this is a combat trick with some tension/versatility in terms of when it gets played. For the difficulty to cast of it being multicolored, I think it could even be a little stronger in the pump section, but it would still be printable as-is. The flavor text sort of took me a minute to figure out, contextually. 8.5/10
Flavor: This all connects for me mechanically to waking up and breaking out of chains and possibly even overpowering the pirate if that ends up being more necessary to the group than just bounding over him. 9/10
Total: 17.5
Design: I like this unexplored design space for scry a lot, and think this is a very cool card and balanced at cost, even if green rarely scries in high numbers. It doesn’t necessarily feel, though, like the flavor text matches the name of the card, as the name implies a spell designed to intimidate a weaker being, while the flavor text implies a spell that’s more just… mystical light. But still I love the actual card mechanic, so… 8/10
Flavor: This sort of runs into the problem I was just stating above. The green starlight mentioned in the card’s flavor text sort of goes against the rest of the card, and against what you’ve typed in your little action paragraph. But if I ignore the flavor text and perceive this as you intimidating and/or overpowering the chains and the pirate, then it all makes sense, so I am going to deduct points for the flavor text mismatch, but not too many points, because the rest all works great. 7.5/10
Total: 15.5
Design: There is already a card named Dismantle, so I don’t love that. And then the card itself is basically a strictly better Fragmentize, so I don’t super love that either, and there’s not flavor text on it to make it feel different or exciting. I could see this card getting printed within the next couple years thanks to power creep under a different name and with flavor text, but it’s sort of universally unexciting design-wise, as-is. 4/10
Flavor: This, on the other hand, is hard to argue against. You destroy the chains by destroying target artifact. These cards don’t have to be innovating or original to make sense flavorfully, so no reason to score you low here. 9/10
Total: 13
Design: Hybrid cards are tricky, and each of these effects is just quite on the border of the color it’s less traditionally part of. I think, personally, I would prefer a version of this that cost 1 more and maybe also draws you a card, just because I feel weird when colors get access to things that are SLIGHTLY outside of their pie for 1 mana. It’s really just the black “can’t be blocked” that’s worrisome here. But I like how the card is very simple but feels innovative at the same time. Wish it had flavor text, though. 6.5/10
Flavor: The card name and mechanics combine well together to match what you are saying is happening. No complaints. Not blown away or anything, but no complaints. 9/10
Total: 15.5
Design: Wow this card is trying to do a lot. It creates so many rules questions and headaches that I can’t imagine it being printed, especially at common. Often, an opponent will know what spell is being cast just because of the mana cost you declare, so the mystery this card allegedly provides might not even come with any real bonuses. If anything, it can sometimes create a question of “is this the spell i want to counter” but if you’re playing blue, you should be the one doing the countering, not the one making it harder to know when to counter things. All in all, I get what the card is trying to be, but its so overwhelmingly too-complicated-for-common-and-for-the-rules-of-MtG to be printable. Points for originality, but maybe keep things a notch or two simpler, moving forward. 2.5/10
Flavor: This, on the other hand, actually just kinda makes sense. It’s a solid support attempt for what is happening: You obscure what everyone is doing so the Pirate guard is none the wiser. 9/10
Total: 11
As a magical mist swirls through the lower decks, provided by one of your fellow captors, others among you are able to magically escape the chains and aid the others. An elf and centaur even manage to overpower the guard in the scuffle of the mists. After a matter of a minute, you are all broken free and the guard sits unconscious leaning against the deck. After some amount of introductions and panic (feel free to RP any getting-to-know-each-other that you wish) you collectively sneak your way to the upper deck to learn more about what exactly is going on. You manage to sneak to the top deck and hide behind a very convenient assortment of crates and barrels. Looking around, there are three points of note:
1) You see three more pirates (same card as last time) milling about.
2) You see a grand wooden wheel at the ship’s helm that appears to be steering on its own.
3) You see several distant large land masses in different directions, but for the most part, you see water. Too much water. And the islands, the outfits of these pirates, and even the look of the ship upon which you stand are wholly unfamiliar. There is one conclusion to be drawn from this: Each of you is no longer on your home Plane anymore.
You are all too fatigued to manage any way to travel the distance from this ship to the nearest visible island, even with magical assistance. The most prudent course of action, it appears, is to commandeer this ship. Which brings us to…
You may each design one card for either of the two following challenges. Please read the accompanying notes for clarifications.
CHALLENGE “A”: Deal with the Pirates
DIFFICULTY: 13
RESTRICTIONS: CMC 3 or less.
(NOTE: This challenge can be addressed as a team, if you all choose. This is to say, if one of you designs a card that deals with two pirates and someone else designs a card that deals with one pirate, you’ve dealt with all three as a team.)
CHALLENGE “B”: Gain control of the ship’s wheel (which is currently operating magically on its own)
DIFFICULTY: 13
RESTRICTIONS: Design a permanent card (but remember, you can’t take it with you)
(NOTE: I will only even look at cards for Challenge B once I look at the cards for Challenge A first and determine that you were successful in dealing with the pirates. So don’t post anything for this challenge until you’re confident that a good card for Challenge A has been posted by someone else. I just wanted to give you the opportunity to not waste a “turn” by having to do one of these things, then the other)
EVERYONE WHO POSTS, REGARDLESS OF CHALLENGE, ALSO CHIME IN ON THIS:
You must decide as a group where exactly you want to take this ship. There are three viable options that you can see from aboard the ship. Please make it clear either in your RP or on its own which direction you are voting for:
To the EAST, the closest continent of the three — medium size, appears hilly/mountainous, but also abundant with greenery.
To the SOUTH, a distant series of much smaller islands, too far away to tell any other features
To the NORTHWEST, the largest visible continent by far in terms of land mass, though it appears small from here as it is also the farthest away by a somewhat significant margin.
"Three badmen, Dobba sees, and the ship is magicked, yes. We are going somewhere they wish to take us there. They sell us for slaves, yes, much moneys for the mighty man-horse. But why they took poor Dobba? First, the mist-man makes misting, then Dobba and his new friends jump out with ambush. Yes? Three of us charge at three badmen, for throwing them overboard, and then they drowning dead. Then Dobba sails us to goodland [points to the closest land-mass to the EAST]. Dobba is the good pilot. He knows."
Dobba quietly proposes this strategy, but he is not one to act impulsively. He will wait for input from the group before doing anything, and if someone else leaps into action, he will follow with no question.
Coordinated Ambush 2R
Instant (C)
Up to three target creatures each get +1/+0, haste, and first strike until end of turn.
Subtlety and savagery are not mutually exclusive.
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
When in doubt, there is science. When in need, there is sorcery.
That was the mantra that Ino Ramir (pronounced EE-no rah-MEER) always lived by. Known among the locals as the "Blue Flame" throughout his younger years, he always preferred "Ecstatic" to "Fiery" in descriptions of him-they always forgot about the lightning. In fact, in addition to the Vedalken's keen intelligence, he was pushed to a expeditionary advisor due to his ability to get himself out of tricky situations. With his hands commanding Fire, lightning, information, and emotion, it was hard for him to get into a situation he couldn't escape. With his left, he commanded flame and emotion (with direct contact), and with his right, electricity beyond compare and the siphoning of information (with direct contact). However, once, he found his match. Someone too smart to let him come close, and too resilient to let themselves die to anything so petty as lightning or fire. The next thing he knew, he woke up on a ship, loosened chains around his arms, and he sprang up, keen on finding out what exactly was going on.
Legendary Creature - Vedalken Advisor
When in doubt, there is science. When in need, there is sorcery.
1/2
Walking up the stairs, he sees a large battle out of his adjusting eyes. A brigand to deal with, assuming he's on the side of the revolters, which it was quite clear he was. He decides to help out a bit, and unleashes a minute flurry with his right hand.
Manic Lightning 1UR
Instant - (U)
Manic Lightning deals 2 damage to each of up to two target creatures.
Scry 1.
"The revelation will be a shock to you, I'm positive."
Seeing a large portion of the pirates disposed of, he looked for his fellow comrades to do the rest.
Check out my Newborder Peasant Cube here! http://www.cubetutor.com/draft/37467
True Name Mafia (Win),Clan Contest IX Mafia (Win), Bravely Default Mafia (Loss), BOTAS (loss), BfV (Loss), Ace Attourney (loss)
Rules Advisor before they were eradicated
Legendary Creature - Aetherborn Cleric
Though time may pass quickly, my faith and journey will keep me ever wandering.
Kothos adjusts to the reality of his situation: He suddenly realizes he is in a ship with what seems to be a group of prisoners struggling to fight back control of the ship from the hands of some...unruly folk. "Nothing better to do with this existence than spread the word of the Aether, and I cannot do that if those who will listen to me are dead," he mutters to himself. Then, he suddenly hears the sound of a screeching Goblin, and reacts in time to cast a wispy black spell at one of the pirates, hindering the pirate's movement.
Clutching Darkness 1WB
Instant (U)
Target creature gets -1/-1 until end of turn and that creature cannot attack until its owner's next turn.
"First it binds the legs, then the neck. Truly fascinating."
—Kothos, Aetherborn priest
Legendary Creature - Human
Another day, another escape.
1/2
Making his way topside with his fellow revolters, Sondo finds himself next to the prattling Goblin, Dobba apparently. His plan seems simple enough, and he also seems to smell of salt sea and cloths are flecked with seaweed and ship tar. A good indication that he probably isn't lieing about his skills. "Ok, small friend, good plan, east it is." He hesitates, "Name's Sondo" and extends his hand, the Goblin reciprocates. Yes, they were all here together, a show of comradery would be in his best interest. Now about the pirates. Killing them outright would be the simplest route, but if he could keep one alive for now he might learn something about this whole debacle. He searchs his person, most of his possessions were gone, but wait a small pouch was still in his left sleeve. Good enough. Two of the dults seemed already occupied between Dobba, a strange stony fellow, and a... vedalken? He wasn't quite sure, they were a less common folk. Focus! A quick side step and a dusty hand over the pirate's face and he was unconscious.
Dream Sand 1U
Instant (C)
Tap target creature. It doesn't untap during its controller's next untap step.
"Sleep time now."
Legendary Creature - Human Wizard Warrior
Justice does not come without pain
1/2
Ugh, pirates. Thieves upon the sea. How embarrassing that he was captured by them. Well, time to deal with this.
Burning Shackles 1RW
Enchantment - Aura (U)
Enchant Creature
Enchanted creature cannot attack
Deal 1 damage to enchanted creature at the beginning of each upkeep.
"Stand still, it will only hurt more if you move."
- Cal, Living Justice
Legendary Creature - Centaur
In a moment he understood more than he saw.
1/2
Rapharos looks across the sea, his vision gaining more insight than most about the distant landmasses. While he hears Dobba and Sondo exchange words, he only acknowledges the two with an affirming glance. The ship is not where he intends to stay. While he understand the purpose of the wheel at the helm of the ship, putting it to use is unfamiliar and not a skill he plans on learning that day. Instead, his signature green shimmering of stars burst through those that charge the pirates.
Unified Charge 2G
Sorcery (R)
Strive — Unified Charge costs G more to cast for each target beyond the first.
Any number of target creatures each get +1/+1 for each creature you control until end of turn.
Legendary Character Creature - Elf Archer (S)
"You'll be pinned there a while. Why not chat, then?" - Arbrel, to Moriach the Escapee
1/2
Well. These fellows seem to have it handled right now; introductions can come later. Time to take over this boat. I may not know much about sailing, but I can certainly summon an expert. My elven blood calls out for aid... and I opt to go EAST.
Elvish Mariner 3GU
Creature - Elf Pirate (R)
When Elvish Mariner enters the battlefield, reveal your hand. Distribute X +1/+1 counters among any number of target creatures, where X is the number of Forest cards revealed in this way, then draw a number of cards equal to the number of Island cards revealed in this way.
"Many of us may not feel at home at sea, yet the true mark of elvish pride is to be able to take our homes with us."
2/4
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Design: Abandon Reason makes me think this card is overpowered. I know that card has madness, but this card has both haste AND one additional target AND one lower rarity. Maybe if the card mandated three targets instead of having the “up to,” this would be more balanced. It’s not like… wildly overpowered or anything, but I do think it’s above reasonable power level based on recently printed cards. That said, the name, text, and flavor text all mesh together very nicely. 7/10
Flavor: Great job on this, the name fits perfectly for the plan you’re going for here, and it’s very easy to visualize exactly how it plays out. 9.5/10
Total: 16.5
Design: This card is simple and balanced, I think. There’s an argument to be made for this scrying 2, just because they like having the same number appear on the same card a lot, but it’s fine as-is. My only complaint here is that the scry mechanic and the flavor text of the card don’t quite match the name, which does not sound like it has anything to do with there being some kind of “revelation.” But seeing as that’s my only real complaint… 8.5/10
Flavor: It’s not the safest plan to use on a boat, but for the sake of this, it gets the job done. 8/10
Total: 16.5
Design: I think this card might be significantly overcosted/over-raritied. -1/-1 costs less than one black mana at this point, and skipping a single attack costs maybe one white mana. So putting the two together should cost two mana at most, and needn’t even necessarily be gold. I think maybe this card would be better served if the -1/-1 and the can’t-attack each targeted separately. The flavor of the card itself it solid, evoking some weird dark bindings. 6/10
Flavor: The flavor text of the card really sells the flavor of its application to the in-game scenario here. Without it, this score would be on the middling side, but with it, I’m gonna go ahead and award 8.5/10
Total: 14.5
Design: This card is unexciting but correctly balanced based on every other card with this effect. Internal flavor works. 8/10
Flavor: There’s been some real overkill on Challenge A to the point that barely any pirates are left alive for you to put to sleep, but that’s no reason to take off points. Better safe than sorry. 8.5/10
Total: 16.5
Design: The templating on this needs some work, specifically in terms of the “Deal 1 damage” part. Cards must always specify the source of the damage specifically. Overall, this card could probably cost less and be common. It’s only half of a pacifism effect, and dealing 1 damage to the creature each turn doesn’t mean ALL that much, unless it renders it an ineffective blocker or kills it outright. I think this could cost one mana less and be common. Internal flavor all stacks up nicely though - I get what the card represents. 5.5/10
Flavor: Yeah, this would definitely take care of one of the pirate’s ability to do anything. 8.5/10
Total: 14
Design: Wow this is hard to think about (in a good way). First, it’s sorcery speed, so massive pump is more allowable. It’s also conditional on you having a lot of creatures. Last, it doesn’t grant evasion. So, all that said, I think this is actually, just, like, a good card that you’d like in limited and certain token strategies in constructed to break through stalemates. I really enjoy this card a lot. 9/10
Flavor: No reason to take any points off here other. It’s sort of the same strategy as a card that was posted before you, but no matter, it’ll work. 9/10
Total: 18
Design: Woo, Elf Pirate! But is it any good? It’s a 5-drop that cares about there being lands in your hand. Preferably a lot of them. That seems like a relatively unlikely occurrence, and also one you don’t necessarily want. That makes this pretty squarely a Johnny card. You’re going to need to build around it. If you have one Forest and one Island in hand, you get a 3/5 and draw a card for 5 (multicolored). That feels printable at common to me. I guess what this all comes down to is that this card is very weak unless there’s a late-game stalemate, you’re holding a bunch of lands in your hand, and you finally draw this. That’s… a little too narrow for me. That said, I like the general idea of what you’re going for. The balance just seems on the underpowered side. 4.5/10
Flavor: It makes sense that an elf summoning help would summon an elf, and elf pirates sound cool. I envisioned this challenge as being more about removing whatever magical power was controlling the wheel in the first place, but this angle works too. Any pirate of talent should be able to commandeer any ship. 8.5/10
Total: 13
As a group, you thoroughly overwhelm the Pirates over and over again. Leaving them thoroughly pummeled, Arbrel alone is left to attempt to wrest control of the ship, which he manages, albeit just barely. As the majority opinion of the prisoner crew is to go East, the ship is taken east toward the nearest mountainous isle.
You scan the coastline looking for some kind of port or dock but find none - only long stretches of rocky coastline. Finally, at the very least, you are able to find a beach that can be safely approached. The ship drops anchor just off this coastline, and you all take a moment to catch your breath. As you do, a Goblin emerges from the jungle, just inland from the beach. You explain your predicament - that you were captured and brought to the plane against your will, and don’t really know where you are, and, most pressingly, don’t have any food. The Goblin, a very trusting-seeming fellow, takes pity on you and invites you to follow him inland to his village. For lack of a better alternative, you choose to follow. After about a twenty minute walk through jungle, you emerge into a cleared out area. On ground level you see a series of huts and fire pits, but not much in the way of life. Looking up, however, you see a vibrant Goblin society bustling across a series of bridges and platforms in the treetops, amidst an assortment of large, cobbled-together treehouses. The Goblin tells you this village is called Gruptee. Among notable specific sights, you see:
A very elderly Goblin on ground level who appears to be quite thin and sickly
A commotion on the upper level, with several Goblins yelling at one ornately dressed Goblin
A human - the only one here outside of your own group - cooking some sort of stew on ground level
At the top of a spiral staircase around one single tree in the center of town, there is a Goblin dressed in a safari helmet, looking through binoculars
There is no challenge this round. You can interact with any of the notable sights I just listed, or you can ask around/look for something else of a different nature (just don’t invent too much world in the process – I’m generally kind in terms of giving players what they’re looking for, as long as they don’t assume they’ve already found it), or you can just pick a direction and leave town into the wilderness, or you can even head back to the ship.
END OF PROLOGUE
Legendary Character Creature - Elf Archer (S)
"You'll be pinned there a while. Why not chat, then?" - Arbrel, to Moriach the Escapee
1/2
Generally speaking, jungles are much more to my liking than open seas. So this place is relatively comfy for me, despite the strange surroundings. These Goblins may be primitive, but I'm sure they have a fascinating culture, and I would not mind living among them as an outsider, as the Human cooking is doing, I'm sure. However, there is an argument happening, which merits my attention most of all. I swing myself up to the upper level and insert myself into the scrum of Goblins all yelling at the one ornately dressed one.
"Well, fellows, what seems to be the problem? Surely it's nothing that can't be talked through."
EDIT: Card for fun/if it helps.
Empyrial Discourse GG
Sorcery (U)
You gain life equal to the number of cards in your hand.
Scry 1.
"There's always a simpler, higher, nobler matter to discuss."
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Legendary Creature - Centaur
In a moment he understood more than he saw.
1/2
Rapharos continues his silent gazes as he is led into the goblin town. He discerns the scene quickly and as the others around him talk and move among themselves, ascends to the upper level with his floating gate. The bickering between goblins, ornate and not so ornate, irritates him. He prefers quiet first, and controlled sounds second. Goblins prefer neither.
Arbel chimes in "Well, fellows, what seems to be the problem? Surely it's nothing that can't be talked through."
With a sudden tromp, Rapharos lets his levitation drop and walks on the ground. Loudly. Through the commotion, bumping any particularly noisy goblin aside. As he does, he acknowledges only Arbel with a look as he passes to a higher vantage point to examine the stars.
Seek and See UG
Sorcery (U)
Target creature gains trample and "When this deals combat damage to a player, scry 2, then draw two cards." until end of turn.
"Don't stand in his way. He has only one thing on his mind."
- Gakos, Meletis Captain
(I realize we didn't need to do a card, but whatever.)
Legendary Creature - Human Rogue
"What have we here?"
1/2
Finally some respite. Time to take some personal inventory. The blasted pirates had taken most of his possessions, but a few hidden pockets had not been pilfered. Among them there are a handful of silver and copper coins of questionable value on another plane let alone on a remote goblin island, a trio of dream sand pouches, a small elegant blade. [quality to be determined by SC-Penguin], and his lock pick kit [qualities to be discussed.] Not a lot. He was going to have to rely on his wits and magics here. Next his bearings. A simple mist familiar ought to do, the air here was certainly humid enough to make one. Admittedly, these were more often used for casing rich estates rather than geological surveys, but one deals with what one has.
Vaporkin
Sondo orders the elemental to do a broad scan of the isle, and report back with any significant geological points or other settlements. Lastly, but most importantly, FOOD. Sondo makes his way to the human tending the stew, hoping for both sustenance and information.
Inquiring Minds UU
Sorcery (U)
As an additional cost to cast ~, tap an untapped creature you control.
Draw two cards.
Malir the Sorcerer U
Legendary Creature - Human Wizard
~ may change the color he is on your turn, except for Black.
2/1
Malir comes around on the streets of Gruptee, with no memory on how he got there. He had been traveling by ship to gain the favor of the final Elemental to complete his training as a Wizard...but...then things got hazy. There were these guys, with swords...and then, nothing until now. He groggily looks around, trying to figure out where he is. Goblins. Great, he's in a town full of goblins. He needs to hide until he's a bit better...
Stuttershroud U
Sorcery (C)
Your opponent flips a coin. If heads, Malir cannot be attacked next turn.
"I gotta hide...but I'm still weak...I hope this works..."
Creature- Goblin
"Hello, good newfriends! Dobba most humbly greets you."
1/2
A remote goblin village? This feels like home! The goblins look different here than on Dobba's homeworld: here, they are green rather than red or orange. They are also taller, thinner, and less hairy [if this conflicts with lore, you can correct it. Goblins often vary from plane to plane.] Nevertheless, Dobba is ecstatic to find a village not unlike his own lost home. Forgetting hunger, curiosity takes over, and he walks up the the first group of friendly-looking goblins he sees, and addresses them as old friends. In any goblin culture Dobba knows, it would be rude of them not to offer him food, but he won't push the idea. He wishes to befriend as many of these goblins as he can, since they may protect him if his new comrades turned on him. He doesn't trust this band of strange wizards (other than Sondo, who seems like a decent chap,) but he figures that if they are so powerful, some of them must also be rich, and rich friends are the best kind. Dobba will stay with his fellow escapees if he can. In the meantime, hobnobbing.
Hobnob R
Sorcery (U)
Each player draws a card, then discards a card.
Draw a card, then discard a card.
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
Legendary Creature - Elf
"Any beast has its breaking point. You just have to know how to find it."
1/2
Seeing how the rest of the now-crew of the ship had gone ashore, Shalin left the ship as well. Thinking about gathering food and supplies as well, the girl set out to forage until the agreed time of return, as well as see what kinds of wildlife piqued her interest on the mountainous isle - particularly around the foothills. Besides, goblins came off as a bit too primitive to her.
Off the Beaten Path 1G
Sorcery {U}
Look at the top five cards of your library. You may reveal any number of creature and/or land cards from among them. Put one of the revealed cards into your hand, the rest of the revealed cards on top of your library in any order, and any cards not revealed this way on the bottom in any order.
Emille, Seven-Sting Dancer Shalin Nariya
Legendary Creature - Human Wizard Warrior
Justice does not come without pain
1/2
Cal walks up to the group of harassing goblins.
"What seems to be the problem here gentlemen?"
Brutal Interrogation 1W
Instant
Tap target Creature. That creature's controller reveals their hand.
Legendary Snow Creature- Human Warrior
"The guys back home'll never believe this."
1/2
I was a common snow warrior from my tribe, but I knew I was destined for greatness. I guess I woke up after everyone else, cause the pirates are all gone, and the ship is already ashore. I wander ashore, hoaping to figure out where I am. It's way hotter here than I'm used to, and there's no snow to wield. I wander up to the goblins, but it's still too hot for my tastes. Better cool off. I make cold aura for myself. Not too big, though. I don't wanna make the goblins mad.
Winter Blessing (Snow)
Snow Enchantment- Aura (Uncommon!)
Enchant creature
When enchanted creature attacks, you may untap target snow permanent.
Phelix, Liquid Alchemist
Legendary Creature-Human Wizard
"I don't know about you,but I could use a drink...."
1/2
"Ah!"
He awoke with a start, his eyes darting around, unsure of his surroundings. However, slowly but surely it all began to come back to him, the abduction, being trapped on that ship. However it looked like that had all changed. He emerged from a hut to find himself in a jungle village. Aside from the goblins there was a motley collection of others, that Phelix vaguely recalled were also trapped with him aboard the ship.
Eventually though a combination of eavesdropping and blunt questions he figured out the rest, apparently while he had been passed out, the others had commandeered the ship and over powered the pirates, landing on this mysterious island here
All and all, it wasn't the worst thing Phelix had ever woken up, but it was in the top 5
With all that he knew and the mountain of things he didn't know, Phelix decided to head back towards the ship that brought them there and investigate. Pirates didn't just abduct people at random, maybe there was some clues as why they were taken, or a map of this strange land so he could get his bearings.
.....or at the very least some rum to drink.
(ooc: main action bolded for convenience)
The Anabyn
Stay Hungry My Friends....