What planeswalkers do we think will return, outside of Bolas and the Gatewatch? Egyptian mythology is strongly tied to tropes of powerful artifacts, so I could see Dack Fayden showing up and stealing something important.
As for the gatewatch itself, I'm hoping for Gideon and Liliana to get cards, or just Gideon. Please no jace.
Hey, does anyone want to help run a large-scale open RPG set on one or more planes of the multiverse? I'm open to suggestions as to what system, for planes I was thinking either Zendikar, Innistrad, Ravnica, or Alara, but we could add others as well.
By far the stupidest thing about this format is that someone can completely blank all your blockers and sorcery speed removal going turn 2 Smuggler's Copter into turn 3 Sword of Fire and Ice into turn 4 bear, crew, equip, smash you for 5 flying on turn 4, draw 2 and discard 1, and nuke your 2-drop. What is this, Cube?
Come on now. How often is that gonna happen? You need a specific rare AND a masterpiece and you have to draw them both within 2 turns.
You'll open both cards about 1 in 25,000 drafts, meaning that about once in every 3,125 drafts, someone will open them.
If the draft is 4 rounds (assuming it's not elimination) and the average round is 2.5 games, you'll play 10 games. If you're running a 40-card deck, the chance of you having boh cards in hand by turn 3 (let alone having one on turn 2) at least once in those ten games is just under 50%, so the chance of the above scenario (assuming that the 2-drop or 1-drop with at least 1 power is a given and that the opponent fails to respond) happening to you are about 1 in 50,000. When you've drafted Kaladesh 50,000 times, come back and complain.
Let's not ignore the fact that Tezz is probably keeping information from Baan.
I think the most important thing from this for the long run is that Ral can track where walkers are going. I mean we already knew that walkers leave trails in the blind eternities that other walkers can follow but they have to be in the eternities to do so. Now the Gatewatch has a way to track enemies.
Provided that they arrive to or depart from Ravnica, and that Ral is in a sharing mood, that is.
Ral did accurately track Jace's movements for several planes beyond departing Ravnica.
You can infinitely copy them on yourself, but it won't keep triggering Reservoir. The copies aren't cast, they are created as objects on the stack, thus only the original spell will trigger reservoir.
In my head-map the provinces were arranged in a slightly different way, but I don't find anything in your map that contradicts established info. The only tiny mistake it is in the spelling of Jenrik's name (without the C).
I'm looking forward the maps to come. And I'd propose Lorwyn/Shadowmoor to be added to the short list.
EDIT: Another spelling mistake: "Efallen" instead of "Effalen".
Gah. I thought I had caught that. Thanks for pointing out. I'll post a fixed version in a few.
There are a couple different ways the provinces could be arranged, but this is what worked best for me. Broadly, we know:
- Gavony and Kessig border Stensia, but Nephalia does not. Gavony borders Kessig. Nephalia borders Kessig and Gavony. Gavony is north of Nephalia.
- Kessig and Gavony are highlands, Stensia is mountainous, and Nephalia is lowland.
- Nephalia has easy access to the sea, but Gavony has a coastline as well. It consists of several-thousand foot cliffs, making them impassable.
I used this with a few other hints and tidbits to arrive at the continental region shown. Most of the rest is from the PW guides and the Art Book, but some things, like Vess Manor, came from the stories.
Lorwyn/Shadowmoor is going to be difficult. There are no PW guides for the plane, and a return is quite unlikely, meaning no Art Book. Is there a guide or geographical reference somewhere that I can use as reference? I found a survival guide, but what else is there? If I can get a good enough idea of what it looks like, I'll ad it to the list. Note that I'm probably going to do Tarkir next.
If I remember correctly, Stensia has a very small stretch of remote coastline as well. Also, I'm interested to see how Kaladesh would look! Locations I can find:
Bomat- a port district, located at the intersection of Kaladesh's three major rivers Freejam- district of aviaries with many towers and observatories Jajeet Observatory- a tower, containing a public observatory and many private laboratories, in Freejam League of Aeronauts Headquarters- located in Freejam Weldfast- A district surrounding an aetherhub Hall of Mechanists- in Weldfast Eleven Bridges- A large market district near the Dukhara Canal named for its eleven bridges, many open air markets are on the bridges themselves Aradara Station- Train terminal in the Eleven Bridges district containing a statue garden Bastion of the Honorable- Consulate headquarters, located in the Eleven Bridges district Greenwheel- A district containing many climate controlled domes Narnam Greenhouse- In Greenwheel, possibly dangerous? The Zoo- A 100-acre garden filled with animalesque constructs Kujar- A wealthy and green-filled district, home to many consuls Giants' Walk- An artists' colony Ovalchase Racetrack- A racetrack for vehicle races Embraal- An industrial area home to rival inventor gangs The Akhara- An arena for public executions Consuls' Foundry- A foundry for production of consulate automatons The Prakhata Club- A nightclub owned by Gonti The Dhund- A high-security prison underneath a system of black markets Gupha Penitentiary- Another prison Kohali Prison- Another prison The Night Markets- A system of black markets that constantly moves The Cowl- A wild greenbelt home to many renegade Shaila's Claim- A greenbelt not under consulate control Aetherflux Reservoir- The city's main aetherhub Ghirapur Orrery- A large observatory
Devra Cliffs- A system of cliffs rich in valuable metals Lathnu- a city high in the Devra Cliffs, only reachable by steep climb or vertical rail track
Panka, Cambi, and Maranjapur- Cities, once farm villages, that are now devoted to the aerowright industry, with many hangars, workshops, and runways
Peema- A massive aether-infused forest of tens of thousands of acres Bunurat- A small town in the wilds, at least partially burned down by Baral The Aethersphere- Presumably in the sky, is this mappable? Greenwheel- A forest or greenbelt somewhere on Kaladesh, home to elves. Vahadar- A city or region of Kaladesh, home to elves. Possibly a city in Vahd? May also simply be a demonym for those from Vahd.
Like, how janky do you want? Because Filigree Sages + Training Grounds + Khalni Gem nets infinite mana, which can be used to repeatedly untap and activate a Rod of Ruin, targeting... your own Stuffy Doll, damaging yourself (all during your upkeep), then switching life totals with the opponent now at one life via Mirror Universe or Magus of the Mirror and reusing Rod for the last damage. If you use Universe rather than Magus, that's a combo that only uses one nonartifact, nonenchantment card and is entirely in blue.
Wings of the Consulate2WW
Enchantment (R)
Whenever you cast a noncreature artifact spell, you may create a 1/1 colorless Thopter creature token with flying. 1, Sacrifice a Thopter: Tap target nonartifact creature. There is no alleyway in Ghirapur the Consulate does not watch, no renegade it cannot find.
My most recent list, it's playing pretty well. It's a bit more midrange-y, still focused on being controlling but with a few more creatures and much more removal than counterspells (that works better with Chandra and the removal in standard is better than the counterspells are):
Authority isn't great in a control deck because it only affects attacks from creatures with haste, other than that it just prevents blockers for a turn (something aggro wants to do).
I'd try adding Noxious Gearhulk. I also saw a deck online running Engulf the Shore with Hulks to great effect, I was running Jeskai Control and they avoided every wrath by Engulfing their Gearhulks back to their hand, then doing it again by recasting a hulk. I might also consider splashing white for Reflector Mage, Anguished Unmaking, and Sorin.
Here's my take. I'd go GW and build it around the old GW tokens shell, which is being stripped to the bones by rotation. I don't think Marionette Master is worth it at 6 mana, but I'd consider splashing for Zulaport Cutthroat.
As for the gatewatch itself, I'm hoping for Gideon and Liliana to get cards, or just Gideon. Please no jace.
You'll open both cards about 1 in 25,000 drafts, meaning that about once in every 3,125 drafts, someone will open them.
If the draft is 4 rounds (assuming it's not elimination) and the average round is 2.5 games, you'll play 10 games. If you're running a 40-card deck, the chance of you having boh cards in hand by turn 3 (let alone having one on turn 2) at least once in those ten games is just under 50%, so the chance of the above scenario (assuming that the 2-drop or 1-drop with at least 1 power is a given and that the opponent fails to respond) happening to you are about 1 in 50,000. When you've drafted Kaladesh 50,000 times, come back and complain.
Ral did accurately track Jace's movements for several planes beyond departing Ravnica.
If I remember correctly, Stensia has a very small stretch of remote coastline as well. Also, I'm interested to see how Kaladesh would look! Locations I can find:
Bomat- a port district, located at the intersection of Kaladesh's three major rivers
Freejam- district of aviaries with many towers and observatories
Jajeet Observatory- a tower, containing a public observatory and many private laboratories, in Freejam
League of Aeronauts Headquarters- located in Freejam
Weldfast- A district surrounding an aetherhub
Hall of Mechanists- in Weldfast
Eleven Bridges- A large market district near the Dukhara Canal named for its eleven bridges, many open air markets are on the bridges themselves
Aradara Station- Train terminal in the Eleven Bridges district containing a statue garden
Bastion of the Honorable- Consulate headquarters, located in the Eleven Bridges district
Greenwheel- A district containing many climate controlled domes
Narnam Greenhouse- In Greenwheel, possibly dangerous?
The Zoo- A 100-acre garden filled with animalesque constructs
Kujar- A wealthy and green-filled district, home to many consuls
Giants' Walk- An artists' colony
Ovalchase Racetrack- A racetrack for vehicle races
Embraal- An industrial area home to rival inventor gangs
The Akhara- An arena for public executions
Consuls' Foundry- A foundry for production of consulate automatons
The Prakhata Club- A nightclub owned by Gonti
The Dhund- A high-security prison underneath a system of black markets
Gupha Penitentiary- Another prison
Kohali Prison- Another prison
The Night Markets- A system of black markets that constantly moves
The Cowl- A wild greenbelt home to many renegade
Shaila's Claim- A greenbelt not under consulate control
Aetherflux Reservoir- The city's main aetherhub
Ghirapur Orrery- A large observatory
Devra Cliffs- A system of cliffs rich in valuable metals
Lathnu- a city high in the Devra Cliffs, only reachable by steep climb or vertical rail track
Panka, Cambi, and Maranjapur- Cities, once farm villages, that are now devoted to the aerowright industry, with many hangars, workshops, and runways
Peema- A massive aether-infused forest of tens of thousands of acres
Bunurat- A small town in the wilds, at least partially burned down by Baral
The Aethersphere- Presumably in the sky, is this mappable?
Greenwheel- A forest or greenbelt somewhere on Kaladesh, home to elves.
Vahadar- A city or region of Kaladesh, home to elves. Possibly a city in Vahd? May also simply be a demonym for those from Vahd.
Enchantment (R)
Whenever you cast a noncreature artifact spell, you may create a 1/1 colorless Thopter creature token with flying.
1, Sacrifice a Thopter: Tap target nonartifact creature.
There is no alleyway in Ghirapur the Consulate does not watch, no renegade it cannot find.
3 Reflector Mage
1 Filigree Familiar
3 Spell Queller
2 Cloudblazer
1 Combustible Gearhulk
Planeswalker (9)
3 Nahiri, the Harbinger
3 Dovin Baan
3 Chandra, Torch of Defiance
Instant (6)
2 Unsubstantiate
2 Revolutionary Rebuff
2 Skywhaler's Shot
Sorcery (9)
2 Radiant Flames
3 Declaration in Stone
1 Collective Defiance
1 Fumigate
2 Incendiary Flow
1 Stasis Snare
Land (25)
4 Port Town
4 Spirebluff Canal
3 Inspiring Vantage
2 Evolving Wilds
2 Plains
3 Island
4 Wandering Fumarole
1 Mountain
2 Prairie Stream
1 Radiant Flames
1 Linvala, the Preserver
2 Sphinx of the Final Word
3 Ceremonious Rejection
1 Reflector Mage
1 Dovin Baan
1 Revolutionary Rebuff
3 Fragmentize
2 Gisela, the Broken Blade
3 Reflector Mage
1 Filigree Familiar
3 Spell Queller
1 Cloudblazer
1 Linvala, the Preserver
1 Combustible Gearhulk
Planeswalker (9)
3 Nahiri, the Harbinger
3 Dovin Baan
3 Chandra, Torch of Defiance
Instant (5)
2 Fiery Temper
2 Unsubstantiate
1 Revolutionary Rebuff
Sorcery (10)
3 Radiant Flames
2 Avacyn's Judgment
3 Declaration in Stone
1 Collective Defiance
1 Fumigate
1 Stasis Snare
Land (25)
4 Port Town
4 Spirebluff Canal
3 Inspiring Vantage
2 Evolving Wilds
2 Plains
3 Island
4 Wandering Fumarole
2 Mountain
1 Prairie Stream
1 Radiant Flames
1 Linvala, the Preserver
2 Sphinx of the Final Word
1 Nahiri, the Harbinger
1 Emrakul, the Promised End
2 Ceremonious Rejection
1 Reflector Mage
3 Eldrazi Displacer
1 Dovin Baan
2 Revolutionary Rebuff
4 Sunken Hollow
4 Choked Estuary
2 Submerged Boneyard
8 Swamp
5 Island
2 Evolving Wilds
1 Blighted Fen
3 Torrential Gearhulk
2 Noxious Gearhulk
Planeswalkers (5)
2 Liliana, the Last Hope
3 Ob Nixilis Reignited
Spells (24)
3 Transgress the Mind
4 Revolutionary Rebuff
4 Grasp of Darkness
1 To the Slaughter
4 Ruinous Path
2 Void Shatter
4 Glimmer of Genius
2 Engulf the Shore
2 Negate
3 Toolcraft Exemplar
2 Thraben Inspector
4 Sylvan Advocate
1 Glint-Sleeve Artisan
4 Master Trinketeer
3 Chief of the Foundry
2 Visionary Augmenter
3 Angel of Invention
1 Verdurous Gearhulk
3 Gideon, Ally of Zendikar
4 Nissa, Voice of Zendikar
Artifact (3)
1 Panharmonicon
2 Captain's Claws
2 Declaration in Stone