I am #5, my opponent is Meteor, I am being judged by Ikaros.
--------------------------------------------------------------------
Xerphan's Rainless Nights
Xerphan is a world that is in the middle of a tremendous crisis. A drought has suddenly occurred and the land is slowly desertifying. Normally, ~ is a fruitful, government-driven world, but now everyone is desperate. They have turned to religion, and religion is forbidden by law. The Order of the Dragon Scale, a group of rogue fire-mages know the secret of the drought, and are trying to blackmail the government into giving them what they want. The Verdana, a group of elves, is trying to combat the drought with their land and rain-magic, but they are currently overextended. The Kippan, a group of merfolk, live off the coast of Verda and are currently aligned with the elves because they know only they can end the suffering. Almost anything can be found on Dridem, including creepy, crawly, scary insects, and minions, always looking for someone to serve. You can gain their favor easily, but it can be fleeting very quickly. The Jartans, a group of humans, have a government set in Jartapolis, the central part of the country of Jarta. They're trying to stop the drought, but in all the wrong ways.
In a crisis, one needs to hoard his or her supplies. Therefore, there are bonuses abound for the ones who hoard their possessions. In a time of need, heroes rise up and show grace under pressure. However, one can't have heroes without the villains to oppose them. There will be plenty in Xerphan. One will include Gork, the mage that started the whole thing, and Zirdja, a young elf who only has memories of what the world was like before then. Since the world is changing, there needs to be something to express that. So, there will be quite a few World Enchantments in Xerphan. Also, there will be religion versus secularization in Xerphan.
Xerphan Drought - :4mana::symr::symr:
World Enchantment (R)
At the beginning of each player's upkeep, Xerphan Drought deals 1 damage to that player and destroys a land that player controls, chosen at random.
Whenever a land comes into play, Xerphan Drought deals 2 damage to that land's controller.
Sacrificial Prey - :1mana::symw:
Creature -- Spiritual Lamb (C)
Sacrifice Sacrificial Prey: You gain 3 life. The only things not clandestine about the sacrifices is the smell and the smoke.
2/2
Secularize - :1mana::symu::symw:
Instant (U)
Choose one - Counter target Spiritual spell; or remove target Spiritual from the game. "This can't do at all!" - Birt, Judge of Jarta
Zirdja, Hope of Verdana - :2mana::symg::symg:
Legendary Creature -- Elf Shaman (R)
When Zirdja, Hope of Verdana comes into play, search your library for a land card and put it into play tapped. Shuffle your library afterwards.
Stockpile 6 - At the beginning of your upkeep, put a 4/4 green Elemental token with "When Elemental comes into play, search your library for a land card and put it into play tapped. Shuffle your library afterwards." into play. (As long as you have 6 or more cards in your hand, Zirdja has this effect.)
2/2
Gork, Drought-Starter - :2mana::symr:
Legendary Creature -- Human Wizard Rogue
:3mana::symr::symr:, :symtap:, sacrifice Gork, Drought-Starter: Destroy all lands. They cannot be regenerated. He won't stop until he gets what he wants. The Order of the Dragon Scale is his greatest tool.
2/2
--------------------------------------------------------------------
In a crisis, one needs to hoard his or her supplies. Therefore, there are bonuses abound for the ones who hoard their possessions. In a time of need, heroes rise up and show grace under pressure. However, one can't have heroes without the villains to oppose them. There will be plenty in Xerphan. One will include Gork, the mage that started the whole thing, and Zirdja, a young elf who only has memories of what the world was like before then. Since the world is changing, there needs to be something to express that. So, there will be quite a few World Enchantments in Xerphan. Also, there will be religion versus secularization in Xerphan.
Xerphan Drought - :4mana::symr::symr:
World Enchantment (R)
At the beginning of each player's upkeep, Xerphan Drought deals 1 damage to that player and destroys a land that player controls, chosen at random.
Whenever a land comes into play, Xerphan Drought deals 2 damage to that land's controller.
Sacrificial Prey - :1mana::symw:
Creature -- Spiritual Lamb (C)
Sacrifice Sacrificial Prey: You gain 3 life.
The only things not clandestine about the sacrifices is the smell and the smoke.
2/2
Secularize - :1mana::symu::symw:
Instant (U)
Choose one - Counter target Spiritual spell; or remove target Spiritual from the game.
"This can't do at all!" - Birt, Judge of Jarta
Zirdja, Hope of Verdana - :2mana::symg::symg:
Legendary Creature -- Elf Shaman (R)
When Zirdja, Hope of Verdana comes into play, search your library for a land card and put it into play tapped. Shuffle your library afterwards.
Stockpile 6 - At the beginning of your upkeep, put a 4/4 green Elemental token with "When Elemental comes into play, search your library for a land card and put it into play tapped. Shuffle your library afterwards." into play. (As long as you have 6 or more cards in your hand, Zirdja has this effect.)
2/2
Gork, Drought-Starter - :2mana::symr:
Legendary Creature -- Human Wizard Rogue
:3mana::symr::symr:, :symtap:, sacrifice Gork, Drought-Starter: Destroy all lands. They cannot be regenerated.
He won't stop until he gets what he wants. The Order of the Dragon Scale is his greatest tool.
2/2