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  • posted a message on Collected Company
    Thank you.
    Posted in: Magic Rulings
  • posted a message on Collected Company
    Two questions around this card.

    1. I cast Collected Company and with it I get Groundbreaker and Primal Forcemage. Does Primal Forcemage trigger and give the Groundbreaker the +3/+3?

    2. I cast Collected Company and with it I get an Eternal Witness. Can the Eternal Witness get back the Collected Company that put it into play?
    Posted in: Magic Rulings
  • posted a message on [ZNR] Obuun and Anowon Commanders
    Obuun, Mul Daya Ancestor
    Legendary Creature - Elf Spirit
    At the beginning of combat on your turn, up to one target land you control becomes an X/X Elemental creature with trample and haste until end of turn, where X is Obuun's power. It's still a land.

    Landfall - Whenever a land enters the battlefield under your control, put a +1/+1 counter on target creature.

    Anowon, the Ruin Thief
    Legendary Creature - Vampire Rogue
    Other Rogues you control get +1/+1.

    Whenever one or more Rogues you control deal combat damage to a player, that player mills a card for each 1 damage dealt to them. If the player mills at least one creature card this way, you draw a card. (To mill a card, a player puts the top card of their library into their graveyard.)

    Source: https://www.gamestop.com/toys-collectibles/games-puzzles/trading-card-games/products/magic-the-gathering-zendikar-rising-commander-deck-assortment/11104222.html?condition=New
    Posted in: The Rumor Mill
  • posted a message on [JMP] Um... silver eggs theme?
    Source: CovertGoBlue https://www.youtube.com/watch?v=JhYlRcaB5MA

    Posted in: The Rumor Mill
  • posted a message on Heliod's Punishment and Intervention
    Mods please remove or merge. Apperently I'm not as good at checking to see if something has been posted as I thought I was.

    Heliod's Punishment
    Enchantment - Aura
    Enchant creature

    Heliod's Punishment enters the battlefield with four task counters on it.

    Enchanted creature can't attack or block. It has all abilities and has "Remove a task counter from Heliod's Punishment. Then if it has no task counters on it, destroy Heliod's Punishment."

    Heliod's Intervention
    Choose one -

    * Destroy X target artifacts and/or enchantments.

    * Target player gains twice X life.
    "I bring a dawn that no light can follow."

    Source: https://www.kotaku.com.au/2020/01/mtg-death-beyond-theros-preview-next-two-cards/
    Posted in: The Rumor Mill
  • posted a message on [ELD] Cauldron cards from @BraunDuinit
    Source: https://twitter.com/BraunDuinIt/status/1173693977175851008?ref_src=twsrc^tfw|twcamp^tweetembed|twterm^1173693977175851008&ref_url=https://www.reddit.com/r/magicTCG/

    The Cauldron of Eternity
    Legendary Artifact
    This spell costs 2 less to cast for each creature card in your graveyard.

    Whenever a creature you control dies, put it on the bottom of its owner's library.

    2B, T, Pay 2 life: Return target creature card from your graveyard to the battlefield. Activate this ability only any time you could cast a sorcery.


    Cauldron's Gift
    Adamant - If at least three black mana was spent to cast this spell, put the top four cards of your library into your graveyard.

    You may choose a creature card in your graveyard. If you do, return it to the battlefield with an additional +1/+1 counter on it.


    Forever Young
    Put any number of target creature cards from your graveyard on top of your library.

    Draw a card.
    Those who say you only live once have never been touched by the Cauldron of Eternity.
    Posted in: The Rumor Mill
  • posted a message on Ugin **NOWCONFIRMED ** :)
    Quote from OathboundOne »

    He's not the only one in the set to borrow another's moniker.
    Ajani, the Greathearted
    Feather, the Redeemed
    And now Ugin.

    The difference here is that Yawgmoth was THE villain for magic and the ones that you mentioned were really just card names. The Ineffable was one of the names Yawgmoth was known by in story, so someone just being given his moniker just feels really wrong.
    Posted in: The Rumor Mill
  • posted a message on Ugin **NOWCONFIRMED ** :)
    That doesn't look like Yawgmothto me...
    Posted in: The Rumor Mill
  • posted a message on Hellkite Whelp and "Bigger Numbers"
    "Bigger Numbers"
    Target creature gets +3/+3 until end of turn.

    Target creature gets +3/+3 until end of turn.

    Target creature gets +3/+3 until end of turn.

    Source: https://www.youtube.com/watch?v=5ptTs2UZqCs

    Hellkite Whelp
    Creature - Dragon

    Whenever Hellkite Whelp attacks, it deals 1 damage to target creature defending player controls.
    "They play by spitting fire at each other. Don't be offended if one gives you a love-scorch."
    -Esfir, Rakdos dragon wrangler
    Illus. Johann Bodin 3/3

    Source: https://twitter.com/AlphaGamesShop/status/1042189120779370496
    Posted in: The Rumor Mill
  • posted a message on Light of the Legion
    Light of the Legion
    Creature - Angel


    When Light of the Legion dies, put a +1/+1 counter on each white creature you control.
    Illus. Alex Konstad

    Source: Magic the Gathering: Brasil Time index: 3:53 https://www.youtube.com/watch?v=ub4zmxa8agA&feature=youtu.be

    Picture found here: http://mythicspoiler.com/grn/cards/lightofthelegion.html
    Posted in: The Rumor Mill
  • posted a message on Arcane Flight
    So this is why there aren't any more Birds of Paradise
    Posted in: The Rumor Mill
  • posted a message on New Art for Candelabra of Tawnos

    Found this on Deviant Art. New art for Candelabra of Tawnos by Clint Cearley who has done other MTG art.

    It is for MTGO only because Reserved List, so remember that! Now discuss.

    Clint's words on the piece: Created for Magic: The Gathering Online and was an image update from an older card. The art director had said I handled odd or difficult scenes well and there might be one I'd be interested in so I said send over the brief. It was definitely one of the strangest briefs I've ever received and I went through numerous concepts before arriving here. This is a portion of what I received, "This is a trick shot of a melting candle that magically contains an entire landscape, deliberately playing with the difference in scale...the device it's mounted in...is built like an orrery, a model of the solar system, with candles in place of planets...the wax has melted into a magical depiction of a landscape with a paradoxical sense of scale. The edges of the melted candle look like a mountain range; the pool of melted wax looks like a lake."
    I ended up reversing the arrangement in the brief where the candle melts into the miniature world instead of the world being in the candle but the gist holds true, the image works and the AD liked the image. Hope you do too.

    Posted in: The Rumor Mill
  • posted a message on Dynavolt Tower

    I didn't see a thread for this so,

    Dynavolt Tower
    Whenever you cast an instant or sorcery spell, get EE (two energy counters).

    T, Pay EEEEE: Dynavolt Tower deals 3 damage to target creature or player.

    Source: http://www.orgoglionerd.it/articles/2016/09/torre-dinavolt-preview-esclusiva-da-kaladesh

    Edited to add image and proper source - Marquisd
    Posted in: The Rumor Mill
  • posted a message on Pen and Paper based MTG: RPG
    This is my attempt at base rules for a MTG: RPG pen and paper style. I am looking for creative input from other gamers of both Pen and Paper RPGs and Magic. This game system is an amalgam of Magic, D&D and World of Darkness.

    Block one
    You know what to do in the first block, so on to the second.

    Block two
    Roll 7 d4 and drop the lowest and use the remaining d4 for the 6 stats. Round down when needed.

    Block three
    Health: Should be straightforward. Due note that Death occurs if you go more then your Con score in negatives.
    AC: Should you gain Toughness, that gain becomes your AC score. To use AC when damage would be dealt roll Xd10, and negate damage on a 9+ roll.
    Mana Pool: Max is defined by Int+Wis+Cha. You may gain one land per turn, unless something says otherwise.

    Block four
    Disciplines: At creation you have 3 points to spend here. You may pick a maximum of two disciplines. Make a note of which color is your character’s Primary Color.
    • One: modern commons
    • Two: modern uncommons
    • Three: modern rares
    • Four: modern mythics
    • Five: legacy
    Skills: At creation you have 6 points to spend here. Maximum of two dots in any given skill. Keep in mind that if you have 2 or more skills that would affect one spell only the greatest of them applies. Don’t forget to add these bonuses to your stats in block two.
    • Mana Bonds: For each dot increase Land Max by 2.
    • Spell Slinger: For each dot increase Instant/Sorcery range by 2 squares.
    • Summoner: For each dot increase Summoning range by 2 squares.
    • Will: For each dot increase Non Land Max by 2.
    • Enchanter: For each dot increase Enchantment range by 2 squares
    • Artificer: For each dot increase Artifact range by 2 squares.
    • Influence: For each dot increase Area of Effect range by 2 squares.
    Planeswalker Skills See Special Keyword: The Spark:
    • Leyline (X): For each dot you start with a Basic Land of X type in play.
    • Planeswalking:
      • One: 5 turns and 5 lands.
      • Two: 4 turns and 4 lands.
      • Three: 3 turns and 3 lands.
      • Four: 2 turns and 2 lands.
      • Five: 1 turn and 1 land.

    Block five
    Abilities & Keywords: At creation you have 6 points to spend here.
    Keyword cost is currently open for debate, but once a cost has been decided on that is the cost and added to an ongoing list. Being able to have a Keyword will be based on the Disciplines that your character possesses.
    • Common to your colors: 1 point
    • Uncommon: 2 points
    • Rare: 3 points
    • Mythic: 4 points
    Abilities can be made from Creatures or Spells. Cost will be determined at creation. Being able to have a Ability will be based on the Disciplines that your character possesses.
    • Common to your colors: 1 point
    • Uncommon: 2 points
    • Rare: 3 points
    • Mythic: 4 points
    Special Keyword: The Spark; cost of 5 points and must be taken at creation. This gives your character the chance to become a Planeswalker. Your character does not know that they have this. Something extremely traumatic must happen to the character to ignite the spark, for example dying in combat. Upon the spark igniting the Character gains 10 experience points, access to the two Planeswalker only skills and 10 satchel points to spend and gains the ability to Planeswalk. For more on the Spark, and Planeswalker skills see the Planeswalker page.

    Block six
    Satchel: At creation you have 15 points to spend to make your satchel or deck. Always use the lowest modern rarity (Regeneration is a common this way). No Legends or Planeswalkers may be put into a Satchel, unless you find the item or go to the place, meet the character and he/she agrees to help you or with non sentient beings you beat it in combat.
    • Common: .5 per spell
    • Uncommon: 1 per spell
    • Rare: 2 per spell
    • Mythic 4 per spell
    • Legacy: 8 per spell
    • Basic Land: .1 per land
    • Non-Basic Land: Follow the rarity pattern above

    Experience Points
    : Example; if you want to go from 3 to 4 in an Enemy color it will cost 20 points.
    • Block 1: New dots x5
    • Disciplines: (Artifact is to be considered an Allied)
      • Primary: New dots x2
      • Allied: New dots x3
      • Enemy: New dots x5
      • New Discipline:
        • Allied: 3 points
        • Enemy: 5 points
    • Skills: New dots x3
      • New Skill: 3 points
    • Abilities and Keywords:
      • Common to your colors: 2 points
      • Uncommon: 4 points
      • Rare: 6 points
      • Mythic: 8 points
    • Satchel:
      • Common: .5 per spell
      • Uncommon: 1 per spell
      • Rare: 2 per spell
      • Mythic 4 per spell
      • Legacy: 8 per spell
      • Basic Land: .1 per land
      • Non-Basic Land: Follow the rarity pattern above
    I want combat to feel like a game of Magic placed on a D&D grid, but where the player’s character also gets to attack, be enchanted, etc.

    When needed we will be using d10s and a 7+ is needed to do most things. However I want to use dice as little as possible.

    Creatures size and movement rates will come from their d&d equivalent. Creatures may attack creatures. Blocking is done based on Attack of Opportunity. Creatures have an Area of Effect equal to half of yours.Creatures will stay damaged between rounds, but life gain effects can be used to remove damage.

    Draw effects won't work, unless we can come up with something. Deck stacking/ordering effects (Scry) will affect the order in which cards are milled. No decks, you have access to all cards at all times.


    Roll d10s equal to dex score, add the number of dice that are 7+. Whoever has the most acts first and so on.


    You have 5 action points in a round to spend however you like.
    Full-round actions cost 5 points. Casting more than one spell counts a full-round action.
    Standard actions cost 3 points. Casting a spell or attacking.
    Move actions cost 2 points. Equipping Equipment
    Free actions cost 0 points. Split Second spells
    If you haven't otherwise moved, you can always move five feet for 0 points.
    If you have used all of your points, then you cannot defend yourself.

    So you can take one full-round action, or a standard and a move, or two moves, and all of that is along with as many free actions as you like, plus maybe a move of five feet.

    Characters as Creatures

    Characters will be treated as Creatures for the most part. Character can be affected by “Creature only” spells. For example a character can be enchanted by a Blanchwood Armor or Pacifism. Characters can also be affected by destroy, exile, and bounce spells. Against these and Auras cast on them by an opposing character is where saving throws come into play:

    • Con: Destroy
    • Dex: Exile
    • Wis: Bounce, Auras

    Auras are Wis vs. Wis. If you get more 7+s then your opponent the Aura falls off.

    Destroy, Exile and Bounce:
    • At targeting roll save, if you get a 7+ ignore the spell.
    • At each upkeep take a full move towards nearest edge, sacrifice one permanent, and roll save, if you get a 7+ the spell’s effect is over.
    Any Toughness bonuses gained give your character AC. When attacked you may roll d10s equal to your AC and negate damage equal to the number of 9+s rolled.

    When dealing damage +Power gives a Xd10 roll equal to the bonus, add damage equal to the number of 7+s rolled

    Equipment may be equipped to Characters, but they may only have up to two equipments on them at a time. Characters that are equipped with one equipment may cast only one spell per turn. Characters with two equipments may not cast spells.

    Regeneration on a player will work as such: If there is a regen shield on when their life total with go to 0, roll d10 equal to their Con add life equal to 7+s rolled.


    Haste has no effect on Players.

    Trample work like in Magic, if the blocked creature deals lethal damage to whatever creature is blocking it can continue on its path to its target, if it has

    Having Reach not only will allow a creature/character to be able block flying, but allow to attack as though they have a ranged weapon.

    Vigilance: Attacking costs 1 action point, and you still only attack once per turn.

    Links of Interest

    Posted in: The Colosseum
  • posted a message on General Discussion and Conversation
    Going to go ahead and retire this. I think that maybe I was too ambitious with the scope of this version with the whole each world having its own sub-forum and such. I do have hopes to do a less ambitious version of this at some point in the future, but that future is maybe a year to two years away. For now I would to thank everyone who helped on the project and played in it, thank you.
    Posted in: MTG: The RPG 2
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