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  • posted a message on [Official Thread] Mono Green Aggro
    My thoughts led more so to -4 Primal Forcemage, -1 Harmonize, and +1 Scryb Ranger, +4 Spectral Force. That way I can keep all of the other players in my meta guessing as to what I'm about to drop next. That way I keep the evasive critters, the burn spells turned into creatures, and add the biggest beat stick any version of this deck has to offer. Puny Dragons, Storms are for kids!

    Only monogreen cards. Infraction issued.
    -nan
    Posted in: Standard Archives
  • posted a message on [Official Thread] Mono Green Aggro
    Trainswalker, I added the Thief to my Sligh deck's sideboard after the test run against my MGA deck. Sorry for the confusion. I was trying to say that I didn't have Thief in Sligh so it was a race, but a race MGA won hands down.

    Anyways, What do you guys suggest for me to put in for the Forcemages or should I just keep them? Please keep in mind that most of the deck in my current meta are Mono-Colored or have few non-basics, so I'm already ruling out the Dryad Sophisticate as an option. I already have Stonewood Invocation, Blanchwood Armor, and Spectral Force in my possession so those are easy adds. The only hard cards to get for me would be the Timbermare and the Viper for the snow version.
    Posted in: Standard Archives
  • posted a message on [Official Thread] Mono Green Aggro
    Thanks for the input, Calibretto (btw I love Battle Chasers too). When It comes to the Sophisticate vs. Forcemage, the Forcemage is better in my meta because currently most decks are mono-colored, so the Sophisticate's landwalk doesn't help me much.

    I have tested it against 2 versions of RDW. One was all over the place, but mainly 2-drops, crushed him. The other one was mine ran by a friend, I don't have Fortune Thief so it was a race I could win.

    A cry-baby spike I have in my meta has ran his Dragonstorm and Snake decks against me. I smashed his D-Storm and easily out paced his snakes. He was so mad.

    No one else in my meta is running a competitive deck. My main reason for building it was to slap the D-Stormer in his face.
    Posted in: Standard Archives
  • posted a message on [Official Thread] Mono Green Aggro
    Hello all. I'm new to this thread and I just put together a haste/evasion hybrid to this deck, and here it is:


    I currently don't have a sideboard, as my meta doesn't call for one. This thing smashes whatever I have thrown it up against in my area without need of one yet. However, please note that no one in my area has decks that you guys talk about MGA having problems against. Any suggestions or comments welcome.
    Posted in: Standard Archives
  • posted a message on R/u Burn
    Virus-
    Pongify might be good. I'll have to try it in place of the Tempers.

    Azbander-
    Tried running Char, but between it, Psi Blast and the pain lands, I was killing my own self.

    SpacemanSpiff-
    Problem with the guildmage is that he mainly works late game and by the time late game gets here I want them dead.

    Evion-
    Jaya doesn't really fit because I lose cards to her and I am only running 2 cards that really work with her right now (Fiery Temper and Think Twice). Demon Fire may be an option but what do you suggest I cut for it? And in my option remand is more for defense than offense and that is where I want the focus of this deck.

    Harryding-a-ling-
    Good idea, I'll have to try out that option.

    Thanks all, and keep the suggestions coming!
    Posted in: Standard Archives
  • posted a message on R/u Burn

    A fun little deck I tried out at FNM a few weeks back. Got 4th out of 10 with it. Main problem that I had was people gaining life and putting them selfs just out of burn range.

    Any suggestions?
    Posted in: Standard Archives
  • posted a message on Sligh
    My understanding of the Sligh archetype is that you want to be able to use all of your mana each and every turn. To do this you have 9-13 one drop creatures, 6-8 two drops, 3-5 three drops, and 1-3 four drops. You back them up with 8-10 removal/ burn spells and 2 X cost burn spells. I understand that Browbeat isn't always going to get 5 damage to my opponents head, but I'm sure that what ever i end up drawing will, plus I figured that a little bit of card advantage wouldn't hurt the deck.
    Posted in: Standard Archives
  • posted a message on Sligh
    Hello, ended up not being able to run the deck. It was missing two of the Scorched Rusalkas and the person who was bringing me them had car trouble. So, oh well, still had fun with my peasant mono-black madness deck. Anyway about the suggestions so far.

    First off the slivers are gone, I put in the Keldon Marauders and the Wildfire Emissary in their place. I tried the Simian Spirit Guide early in making the deck and it seemed like it would have made it faster but it really didn't. The Sulfur Elemental sounds like a possibility, but only one player in my meta is playing white and only one other is playing red, so currently the Skirk Shaman is my better choice because he will get through. He'll most likely end up in the sideboard. As far as the Giant Solifuge goes, I haven't been able to truly test using him in any of my decks because I don't have them.

    The sideboard cards that look useful to my meta are Dead//Gone and Cryoclasm, mainly because no one I play runs the Tron or lot of non-basics and I am the only one currently running any kind of discard.

    Thanks guys.
    Posted in: Standard Archives
  • posted a message on Sligh

    It has looked good through all of the testing that I have done. Taking it to FNM tonight, plan to post my record later tonight.
    Posted in: Standard Archives
  • posted a message on Avatar Oath

    Please note that I didn't build this for tournaments only for fun, if it needs to be moved over to the Causal Boards please to so. Also note that I am the only player in my meta with Vintage cards, so I can get away with not running blue.

    Moving to Casual as poster clearly stated this is never intended for tournament play -- Binary
    Posted in: Casual & Multiplayer Formats
  • posted a message on Hello
    Hello all. I have been watching from the sidelines for awhile and now I want a chance to put in my two cents. I started playing back in Tempest,and quit shortly after Mercadian Masques. I got back in when the Kamigawa block started. A large gap, but oh well.:p

    Also, I am going to be putting some of my decks up for critique, because I'm sure some of them need someone else's input on them. Smile





    Welcome to Magic: the RPG

    Welcome to the MTGS forum RPG: Magic the RPG. We are glad you came. Come on in, it is a lot of fun, and it is easier than it seems. Here is how you start:

    Starting satchels start with 5 points that can be used to purchase Xth edition spells. (Artificers, mages who can only work colorless mana, start with more points (6) send a PM to a WPL for more information.)

    1x Common costs .25 points.
    1x Uncommon costs .5 points.
    1x Rare costs .75 points.
    *These reflect the amount of points that must be spent to obtain a single cast of the spell.*

    Players also receive 4 castings of a common or uncommon land from Xth edition.

    Using this system one could have a satchel as big as 20 common spells or as small as 7 spells, 6 rare and 1 uncommon. Variety and customization is encouraged. Highlander style satchels are allowed, this is where the satchel consists of only singleton spells. You are still limited to 4 of the same type of spell as your maximum unless you are getting a spell like Relentless Rats which allows for an exception to the rules.

    Don't forget that Mending Hands, Shatter, Trained Armodon, Twiddle, Sacred Nectar, and Raise Dead have been added to Tenth Edition for this game.

    Your satchel is kept a secret between you, and all the WPLs. DO NOT post it in public (unless you don't care, several players prefer to keep their satchels out in the open so they can be updated easily enough).

    You start out as a Hanin, or a mage without a house, and have 50 gold.

    Your character may be of any race as long as the WPLs approve it. However, your race will not help you in combat, it is solely for role playing.

    Players also start with a 1/0 weapon. The starting weapon is typically a dagger, but you may make it whatever you want. This weapon costs one spell per turn to use when drawn. It cannot be upgraded and cannot be sold.

    In order to start, you must post the following information in the Character Creation thread, which will allow you to enter Estark, and the Active Characters thread. Also, you must PM your satchel to all of the WPLs (Caex Kothar, Cyouni, Murphy, and Nai) for approval. Wait to start playing until one of the WPLs approves your character and satchel.

    New Mages are required to provide the following information:

    Name:
    Age:
    Gender:
    Height:
    Weight:
    Appearance:

    After getting approved, you will enter Estark, City of Kush. All buildings in Estark can be found in its sub-forum. If you join a quest, that will happen in the main forum. Once you level up a sufficient amount, you will be permitted to enter Ravnica.

    You must keep your information up to date on the Active Characters thread or else you won't get experience. This includes sending updated character sheets to your WPLs when anything about your character changes.

    There are a couple archetypes that are useful for starting players when questing with others. These archetypes usually boil down to Utility and Damage components. Every player needs a combination of both to win on their own. Some players can have their character specialize in one to make the character more useful in group situations. Below are some general examples of starting satchels fulfilling certain archetypes. Uncommon land selection should be fairly simple and a matter of taste for the players.

    The Healer-
    Mending Hands
    Holy Day
    Samite Healer
    Skyhunter Patrol
    Skyhunter Prowler
    Recommend purchasing a single casting of Beacon of Immortality with starting 50 gold.

    Utility/Buff-
    Holy Strength
    Pacifism
    Wrath of God
    Recommend purchasing a common creature spell from Xth edition with the starting 50 gold. Or you can choose three more common spells or one more common and uncommon spell, so that you can purchase a single casting of Wrath of God.

    Other-
    Choose any combination of creature spells and utility spells. This would be a more stand alone type of satchel.
    Healer/Utility-
    Naturalize
    Natural Spring
    Giant Growth
    A mana accelerator like Llanowar Elves or Skyshroud Ranger
    Spined Wurm for 'muscle'.
    Use 50 gold on a spell that would compliment this style of deck. Perhaps an overun.

    Creature Output-
    Skyshroud Ranger or equivalent for acceleration.
    Trained Armodon
    Craw Wurm
    Spined Wurm
    Treetop Bracers
    Use 50 gold for utilty, maybe an Overrun and Blanchwood Armor. Also consider replacing one of the wurms with a creature that has reach.
    Damage/Burn-
    Incinerate
    Shock
    Blaze
    Anaba Bodyguard or Hill Giant for your creature.
    Buy a single cast of Beacon of Destruction with your 50 gold.

    Utility/Burn-
    Shatter
    Pyroclasm
    Incinerate
    Firebreathing
    Buy a single cast of Beacon of Destruction with your 50 gold. (This version depends on another player and supporting his or her creatures. Recommend replacing the shatter with a creature of your choice if you don't want to rely upon someone else.)
    Creature Kill-
    Consume Spirit
    Terror
    Severed Legion
    Assassinate
    Buy a single cast of Beacon of Unrest with your 50 gold.

    Utility-
    Unholy Strength
    Mind Rot
    Ravenous Rats
    Terror
    Severed Legion
    Buy a single cast of Beacon of Unrest with your 50 gold.
    Control-
    Boomerang
    Cancel
    Unsummon
    Snapping Drake
    Remove Soul
    Recommend buying two Reminisce with starting gold.

    Utility-
    Unsummon
    Boomerang
    Snapping Drake
    Reminisce
    Recommend buying an Evacuation or Traumatize
    The term Mulligan is loosely related to the card game here in the RPG. Each house has spell merchants that will trade at a 1 for 1 value your old Xth edition spells for any other Xth edition spell related to the house. That is House Shimia has Xth edition black and artifact spells. Each house trader provides the house color and artifacts from Xth edition for the 1 for 1 trade system using the same ratios found in the Starting Character section.
    Players may only cast 3 spells per turn cycle unless their talents allow for more spells per turn. Using abilities that put cards into play counts toward your hand size and not your spells per turn. Copies of spells made by abilities such as Conspire, Storm and Replicate do not count towards this. If you play multiple spells, the order in which you write your spells is the order in which they are played.

    Card Drawing - This only applies for cards that force a character to draw cards. By drawing cards, you gain an extra number of spells that can be played that turn equal to the number of cards drawn. If the card’s only effect is to draw cards (such as Counsel of the Soratami), it does not count as one of the three spells you can play per turn. If a card has an effect besides drawing cards (such as Twitch, it is effectively a "free" spell in that it takes up one of the spells you can play in a turn while granting an additional spell for that turn.

    Discard – Discarding eliminates one use of a spell as opposed to all of the uses. You cannot discard basic land cards. (The number of cards available for discard per turn cycle is determined by your Hand Size.)

    Random Discard – Assign a value for each spell in our satchel and roll a dice with that many sides to determine what is discarded. You may do this in a PM with a WPL if you do not want to reveal your entire satchel to your opponent.

    Non-basic Lands – Once you visit a non-basic land, you must establish a spiritual connection to that land in order to play it. Once you do, you will get four castings of the land, unless it is legendary, meaning you will only get one casting. You may make a connection with a land that does not add mana of your color(s) to your mana pool, but you will not be able to use it until you are able to use mana of that color.

    Spells that cost 0 can only be played once per turn.

    Legendary Creatures cannot be put into satchels, because they will show up in the story.

    Legendary Artifacts may only be put into a satchel after they are found. Only one may exist in a story.
    Each character's soft land cap starts at 10 from level 1. This is a soft cap because your character can draw upon more mana from lands, it simply becomes difficult and painful to do so. At the beginning of your upkeep you lose 1 life for each land over your soft land cap. At the end of your upkeep you may sacrifice lands that are over your soft land cap.

    You must wait to summon lands until combat has started unless your WPL says otherwise.

    You can neither buy nor sell lands, because you get lands by establishing a spiritual connection with the place.

    You may only add mana of color you start with and of your guilds to you mana pool. A black mage could not use the ability of Tree of Tales, for example, he could not use it as colorless mana either.

    If a player takes control of a land that he does not own, it will gain “ : Add 1 mana to your mana pool.” The same is true if it is targeted by Phantasmal Terrain or anything that changes its basic land type.
    Players may use weapons in combat, however unless that match is melee or Oquorak the weapons may not be used against a Mage.

    All weapons cost at least one spell per turn to use.

    You may only wield one weapon at a time.

    Weapons can have the following keywords: First Strike, Double Strike, Mana Channeling ( 3 mana to give +1/+0), along with Nettle which mimic the effect of Nettling Imp.

    You can not attack with a weapon, it is purely defensive. You may “block” one creature with your weapon. You will prevent damage done to you equal to the weapon’s toughness (only for damage from the creature you blocked) and deal damage to the “blocked” creature equal to the weapon’s power. This bypasses shroud, protection and even "unblockable" effects in some cases. What it does not bypass is Indestructible and the effect of Phytohydra type abilities.

    Except in special circumstances, weapons cannot be upgraded. If you wish a more powerful weapon, you must commission a new one.

    Your weapon may be used on you own creatures at Sorcery speed.
    Up to level three: You need five experience to level up.
    Past level three: You need ten experience to level up.

    Starting at level 2, and every 2 levels after, a player may choose a single set. This set will be reduced by one tournament legality level (extended to standard, for example).

    A starting mage has a maximum of 40 satchel points. Starting at level 3, and every two levels afterwards (3, 5, 7, 9…) a player’s maximum satchel value is increase by 8.

    Your WPL will give you EXP for a quest as they deem appropriate.

    In the Arena, defeating a mage of equal or lower level than you grants you .5 experience. Defeating a mage of a higher level grants you 1 experience. Losing does not effect your experience. Because of players who have their characters fight several battles in a row in order to gain experience quickly, we have decided to limit Arena matches to once per week, determined from the end of your last arena match.


    At levels 2, 5, 8, 11, 14, and so on your character grows in a certain area, develops a particular skill. Either you become more proficient in handling mana or you learn to handle multiple spells at once. Both areas involve multi-tasking and come to your character as they grow more experienced.

    At the indicated levels you can:

    A) Increase your soft land cap by 3 lands.

    or

    B) Increase your spells per turn by 1 spell.

    Each character's soft land cap starts at 10 from level 1. This is a soft cap because your character can draw upon more mana from lands, it simply becomes difficult and painful to do so. At the beginning of your upkeep you lose 1 life for each land over your soft land cap. At the end of your upkeep you may sacrifice lands that are over your soft land cap.
    The only thing you must do to join a house is ask.

    In your house, you can store any gems that you are not using

    You may only join the house that corresponds with your color, and you may not switch houses, even after joining a guild.

    Entry into a Guild requires a membership Quest.
    Use the following formula to calculate the satchel points of your satchel:
    SP=A x (B + C)

    SP=Satchel Points for the spell
    A=number of casts of the spell (1-4)
    B=rarity factor of the spell (0.5 for common, 1 for uncommon, 2 for rare, 3 for mythic)
    C=set factor of the spell (0 for Tenth edition, 0.5 for standard, 1 for extended, 2 for legacy)

    Treat Timeshifted cards as though they had the rarity of their original casting.

    Non-Basic Lands do not count towards your Satchel Points.

    A starting mage has a maximum of 40 points. Starting at level 3, and every two levels afterwards (3, 5, 7, 9…) a player’s maximum satchel value is increase by 8.

    A scroll is a one time casting of a spell. Once the scroll is used, it will fade away.Because of this a scroll costs ½ of the satchel points of a 1 casting gem of the same spell, minimum .5.

    The “number of castings” of a spell restricted to two castings is doubled.

    Nothing can cost less than .5 satchel points.
    A player’s starting spells can only come from Tenth edition

    The current expansions are in all players Standard:
    Ravnica: City of Guilds, Guildpact, Dissension, Coldsnap, Time Spiral, Planar Chaos, Future Sight, Magic 2010, Magic 2011

    The current spells are in Extended:
    Seventh Edition, Eighth Edition, Ninth Edition, Invasion, Planeshift, Apocalypse, Odyssey, Torment, Judgment, Onslaught, Legions, Scourge, Mirrodin, Darksteel, Fifth Dawn, Champions of Kamigawa, Betrayers of Kamigawa, Saviors of Kamigawa, Lorwyn, Morningtide, Shadowmoor, Eventide, Shards of Alara, Conflux, Alara Reborn, Zendikar, Worldwake, Rise of the Eldrazi, Scars of Mirrodin, Mirrodin Besieged, New Phyrexia

    Sets in Italics, and any new sets that are released, will not enter into Extended until a fetch quest is completed.

    All sets released prior to Invasion are in Legacy. Legacy spells will not be available for sale until level 6, and only found at rare shops.

    As a general note, our sets do not rotate the way they do in the card game. Our Standard/Extended/Legacy will always be the same.
    Starting at level 2, and every 2 levels afterwards, a player may choose a single set. This set will be reduced one tournament legality level (Legacy to Extended*, Extended to Standard) with Standard being as reduced as it can go.

    *Legacy sets cannot be selected in this way until Level 6.

    Un-Sets are Banned
    Scry X now works like the card game's mechanic. Roll a die equal to the amount of spells that you have left X times. From the result decide if you want the cards to go on top or on the bottom of your deck. Main purpose is mill defense.

    Landfall triggers off a land entering your battlefield and using up a spell per turn to activate for all of your cards.

    Tutor – Your WPL will search for cards of the same color and converted mana cost of the tutor spell and will roll a dice to decide which one you get one free casting of.

    Mill X – Milling has been simplified. The number of cards milled will be a percentage of your maximum satchel size. The exact number milled will be equal to X/60*M, where X is the number specified on the card, and M is the maximum number of spells in the satchel. Your WPL will tell you what cards get milled as they have a system in place.

    Dredge- See Mill


    Hand Size – For cards that deal with hand size, your hand size is based on a percentage of spells left in your satchel.
    • If you have between 81%-100% of your spells remaining, your hand size is 5
    • If you have 61%-80% of your spells remaining, your hand size is 4
    • If you have 41%-60% of your spells remaining, your hand size is 3
    • If you have 21%-40% of your spells, your hand size is 2
    • If you have 1%-20% of your spells, your hand size is 1
    Hellbent – Hellbent is active when you have < 50% of your satchel remaining.

    Hideaway: You must choose four spells from your satchel at random decided by dice roll. You may choose one to Hideway. You may do this in PM with your WPL to keep secret.

    Suspend- Suspend counts towards your spells per turn count the turn it is played, not the turn it is suspended.

    Equip – Only creatures can be equipped. (Sometimes a WPL will allow player versions of equipment available for use due to role playing.)

    Retrace- Retrace now reads "Sacrifice an untapped land" instead of "Discard a land card"

    If you are ever confused about how to do something, ask your WPL
    The following cards are banned, therefore do not exist in this game: Aether Vial, Beacon of Tomorrows, Cabal Therapy, Disciple of the Vault, Entomb, Haunting Echoes, Hint of Insanity, Skullclamp, Summer Bloom, Wheel of Fate

    The following cards are restricted to two castings: Browbeat, Extirpate.

    The following cards are restricted to one casting: Exploration

    *If a card is restricted to two castings when you have a three, or four casting gem of the spell, you may either keep the gem and have it be reduced to two castings or exchange it for free for a gem of equal or lesser value.

    Judge Unworthy , Llanowar Empath, Putrid Cyclops, and Riddle of Lightning do nothing because of the scry rules

    Burning Wish , Cunning Wish, Death Wish, Glittering Wish, Golden Wish, and Living Wish can get you spells that you own, but are not currently in your satchel

    Leyline of Singularity , Leyline of Lifeforce, Leyline of Lightning, Leyline of the Void, and Leyline of the Meek no longer can be played for free, but they have been made uncommons.

    Soul Spike , Fury of the Horde, Allosaurus Riders, Comandeer, Sunscour, Snapback, Nourishing Shoal, Blazing Shoal, Disrupting Shoal, Shining Shoal, Sickening Shoal, Intervention Pact, Pact of Negation, Pact of the Titan, Slaughter Pact, and Summoner’s Pact can only be played if you have their color. They can also only be played once per turn cycle.

    Isochron Scepter is now legendary.

    Mending Hands , Shatter, Trained Armodon, Twiddle, Sacred Nectar, and Raise Dead have been added to Tenth Edition for this game.

    Psionic Blast is now rare.

    Street Wraith 's cycling ability is now limited to once per turn cycle.

    Recycle now reads: Whenever you play a spell, you may pay :symg:, if you do, draw a card.

    Null Profusion now reads: Whenever you play a spell, you may pay :symb:, if you do, draw a card.

    Reminisce , Mnemonic Nexus, and Stream of Consciousness now read "Exile this card face down." in addition to the rest of their text.

    Primal Command has 'Exile Primal Command face down' as part of the shuffling graveyard into library modular choice.

    Gaea's Blessing Will be Exiled face down whenever either ability is used.

    Loaming Shaman now reads "When this card is put into a Graveyard from the Battlefield, Exile it facedown instead." in addition to its other text.
    The following cards have been created by the mods and added to the game:

    House Signets are all Common and count as being from standard:

    Warlock Signet 2 mana
    Artifact
    1 mana ,:symtap:: Add :1mana::symb: to your mana pool

    Paladin Signet 2 mana
    Artifact
    1 mana ,:symtap:: Add :1mana::symw: to your mana pool

    Wizard Signet 2 mana
    Artifact
    1 mana ,:symtap:: Add :1mana::symu: to your mana pool

    Sorcerer Signet 2 mana
    Artifact
    1 mana ,:symtap:: Add :1mana::symr: to your mana pool

    Druid Signet 2 mana
    Artifact
    1 mana ,:symtap:: Add :1mana::symg: to your mana pool

    City
    Basic Land-City
    : Add 1 mana to your mana pool.

    Living Obelisk
    Land (uncommon)
    Living Obelisk comes into play tapped
    : Add 1 mana to your mana pool.
    3 mana : Living Obelisk becomes a 3/4 artifact creature until end of turn. It is still a land.
    Note: Living Obelisk counts as being part of Tenth Edition

    Simian Spirit Guide is no longer restricted.
    Elvish Spirit Guide is now considered standard (Considered to be in Planar Chaos)

    Also from the Time spiral block three new guides have appeared. All are common including the elvish guide shifting to common

    Angelic Spirit Guide :2mana::symw:
    Creature -Angel Spirit
    Exile Angelic Spirit Guide from your hand: Add white mana to your mana pool
    2/2

    Phantasmal Spirit Guide :2mana::symu:
    Creature - Illusion Spirit
    Exile Phantasmic Spirit Guide from your hand: Add blue mana to your mana pool
    2/2

    Demonic Spirit Guide :2mana::symb:
    Creature - Demon Spirit
    Exile Demonic Spirit Guide from your hand: Add black mana to your mana pool.
    2/2

    If you have purchased Simian Spirit guide and wish to trade for the one of your color you may do so at no cost.
    For Melee, you have three moves available: Attack, Defend, and Flank. Interactions work thusly:

    Attack: Weapon damage to enemy if they attacked too, Weapon damage +1 if they tried to flank, 0 if they defended.
    Defend: No damage to enemy if enemy defended or flanked, Weapon damage +1 to enemy if they attacked and negates attack.
    Flank: Weapon damage +1 if they tried to defend, Weapon damage if they tried to attack or flank.

    Or, to put it another way:

    Player A vs. Player B: Effect (W = Weapon's Power)
    Attack vs. Attack: Each takes other's W
    Attack vs. Defend: Player A takes B's W+1, Player B takes 0
    Defend vs. Defend: Each takes 0
    Defend vs. Flank: Player A takes B's W+1, Player B takes 0
    Flank vs. Flank: Each takes other's W
    Flank vs. Attack: Player A takes B's W+1, Player B takes A's W
    Every mage learns at some point to harness one of the five colors of Magic. Some mages through pilgrimages, adventures, exploration, or study gain enough experience to discover how to harness a second color. Powerful mages over time are capable of gaining dominion over a third color. Still yet are the rare mages who are well traveled and filled with experience. These mages learn to harness a fourth color. Then there are the truly extraordinary mages that wield all five magics.

    At every third level (3, 6, 9, 12...) a mage is ready to learn more, be it about a new color or one they already have. There are several options for learning about magic and you are able to choose one at every third level:

    1.) The yolin. They teach you how to use the color, connect you with a land, and net you a spell. The downside is that they're expensive.

    2.) The guild. They teach you how to use the color, connect you with a land, and possibly get you a spell. They're free but require that you have to follow their code of conduct, and this takes longer than the yolin.

    3.) Go on a personal journey/RP it out/etc. This is free, and you don't have to follow any code but your own. BUT, it takes time.

    4.) Advance further into your Guild/House. Also free.

    5.) Receive Artificer Specialization. Usually a personalized quest but can be received from a Master Artificer.

    Every training quest no matter if it is from a yolin, guild, house, or personal is custom tailored to the individual.

    (Note: "points" are used like the starting character's satchels: .25 for each common single cast, .5 for each uncommon single cast, .75 for each rare single cast, and 1 for each mythic rare single cast. You can only get a maximum of 12 single cast spells using the "points" from these quests. Experience is before RP experience)
    The mage may receive training in a new color of mana or strengthen their current ties to his or her mana. All training requires a pilgrimage with the yolin.

    Training in a new color will give the mage access to the basic land of the chosen color as well as 4 points that can be spent on the player's current standard.

    Training to strengthen the mage's ties to his current mana will result in a pilgrimage to another land where the mage and the yolin will acquire a new land, uncommon or below (talk with a WPL for details), as well as 4 points that can be spent on the player's current standard.

    Costs 75 gold to cover the cost of training and empty gems used to acquire the new spells. There is also a bonus of 3 experience from the quest.
    The mage may receive training in the color of the Guild. Training tends to occur around the Guild's Hall in Ravnica. Training with the Guild gives the mage access to the basic land of the chosen color as well as 3 points that can be spent on the player's current standard. The training concludes with the mage gaining the rank of Member from the guild and a single casting of the Guild Signet. The mage will also be required to conduct themselves according to the Guild standard.

    There are no prerequisites to joining and receiving training from a guild other than being able to channel one of their colors.

    Bonus 2-3 experience.
    This is special training that is done by the character. This kind of training is free and requires only a quest to develop your character. Talk with WPLs about doing this kind of training. As with the other training, personal training can occur at every third level (3, 6, 9, 12...). (This requires discussion with a WPL first).

    Bonus 4-5 experience.

    This is a free quest where you decide to move further into your House or Guild.

    There are three ranks in each House and Guild:
    1)Member- This is the initial rank in the House and is special as it does not use up one of your training levels. This rank provides you access to the House lands. House Member rank is available simply by asking to join the House (can only join the house that your character's starting mana was from).

    2)Agent- This rank is the second rank one can gain. The House or Guild rewards you by providing you with 3 points that can be spent on the player's current standard. Signet Casting increases by one if possible. The player is able to receive a copy of a legendary artifact controlled by the House or Guild at this point (See a WPL for more details). Bonus 2-3 experience. This is the initial membership level of a guild.

    3)Inner Circle (or Champion)- This rank is the third and last rank one can gain in a House or Guild. The House or Guild rewards you by providing you with 4 points that can be spent on the player's current standard. Signet Casting increases by one if possible. Special abilities/privileges are gained that only the house or guild has control over. Bonus 2-3 experience.
    Artificer Specialization is an option available at every third level. Unlike the other training, one does not attune themselves to a color of mana. Artificers are not like normal mages in that they do not bond or form a relationship with their mana.

    To most Artificers mana is but a source of energy used to power their artifice. Over time though these Artificer's learn to detect small fluctuations between the different colors of mana. These fluctuations tend to peak the curiosity of the Artificers.

    This curiosity is the key to discovering colored mana's use in artifice. Though Artificers normally do not develop a relationship with the lands that are the original source of colored mana, they do learn to observe and manipulate. Through these observations Artificers discover interactions that provide desirable reactions in their Artifice. Their studies allow them to manipulate these energies not through lands but rather through other artifacts.

    Choosing this path allows your character to develop the ability to manipulate up to two colors of magic from artifact sources for use on artifact spells and abilities. Your character does not gain any basic lands. Your character has not learned to connect with lands only to manipulate the mana from nearby artifact sources. (The artifact lands from Mirrodin can be tapped into by your character for the colored mana as they are an artifact source.)

    Rewards 2-3 bonus experience points as well as 3 points worth for new artifacts.
    Training beyond the 12th level will be handled with a WPL on a per character basis. Also note that level 3 training is simply the minimum level required to receive the training. Each training can only be received once.

    So let's say a level 6 mage hadn't received training at all. That means that mage has two training levels that (s)he hasn't spent yet. So (s)he could choose any combination that he likes. (S)he could choose training from a Yolin twice. (S)he could join a guild and advance in that guild. Or (s)he could advance twice in his/her House. There are more options available but the point is that a level 6 mage has two training choices available to them if (s)he hasn't spent them yet.
    Every character in the RPG is capable of gaining either a path or mastery.
    Characters can only gain one of these Paths or Masteries.
    The earliest a Path or Mastery can be gained is at level six.
    The Path or Mastery never takes the place of training for key levels.
    Each Path or Mastery has three tiers.
    When you first gain the Path or Mastery you unlock the first tier.
    The next level you gain after unlocking the first tier will unlock the second tier.
    The next level you gain after unlocking the second tier will unlock the third tier.
    Earliest progression on the tiers for a Path or Mastery is Level 6 unlocking tier 1, level 7 unlocking tier 2, and level 8 unlocking tier 3.

    Mastery and Paths do not use up your level 6 yolin/guild training. These are a one time supplement.
    Your character has the spark. A recent trauma or near death experience has ignited your spark that allows for planeswalking. This isn't any normal run of the mill trauma. We are talking about a soul changing experience that the multiverse itself works to preserve you by igniting your spark.

    Prerequisite: Must be at least level 6 as well as gain approval from the WPLs to have a spark that can ignite.

    Tier 1: You gain the ability to Planeswalk.
    By focusing your mind and mana you can bend reality and 'walk' into the blind eternities or to another plane. By spending :6mana:, plus 1 mana more to cast for each damage you took last turn cycle and this turn cycle as well as using three spells: You can perform the planeswalking at sorcery speed only.

    Planeswalking can be used to escape fights. Planeswalking can be used to venture to any plane. However walking into an unknown plane can be dangerous as you can appear anywhere on that plane at random. (This can be quite dangerous as appearing above an active volcano could result in death.)

    When walking to specific planes, a Walker can control where they appear if they have land connections on that plane. Thus their land connections help to guide them to a 'safe zone'. When walking to an unfamiliar plane, the use of artifacts, relics, or even pouches of soil from that plane can help in a safe arrival for your first visit.

    When visiting a new plane it is a smart practice to establish a 'safe zone' by creating a bond with at least a basic land. This way you always have an area that you can consider relatively safe for walking.

    There is another scenario that can occur with Walking: If another Planeswalker uses their planeswalking ability to escape or travel to another plane, a different walker can follow their trail. This is done buy spending 5 mana and three spells to 'ride' their trail. If done within one turn the walking is successful and you appear within 15 yards of the other walker. If two turns have passed you must spend 6 mana to follow the walker, appearing within 50 yards. If three turns have passed you must spend 7 mana to follow, appearing within 100 yards of the other walker. If more than three turns have passed, you can still follow the other walker but at the cost of :10mana:, doing so will bring you to the same plane but only within a mile of the other walker. After Seven turns have passed the trail goes cold and following the other walker in this manner is no longer possible.

    Additionally, the walker can carry other characters, creatures, and human sized objects when walking. This is done by spending an additional 1 mana per character/creature/object.
    Tier 2: Your ventures across the planes has endowed you with a diverse satchel of spells. As such your character gains these bonuses-
    *+8 Bonus Satchel Points.
    *When calculating Satchel Points the Walker uses these values in the formula for C=set factor of the spell (0 for Tenth edition, 0.5 for standard, .75 for extended, 1 for legacy)

    Tier 3: Your ventures have taught you how to tap into your natural talents and magic. As a result through intense focus you can unleash an 'ultimate' character ability that is unique to you and can be used once per game(match).

    This ability will be similar to other planeswalker cards in the game in terms of power. The ability will be developed and approved with the WPL and the player. The ability must be related to your character's theme or a dominant trait from their satchel. You do not have to have a previous character ability to gain this 'ultimate' ability.
    Prerequisite: Must have taken at least one Artificer Specialization training and be at least level 6.

    Tier 1: You have begun a path into a deeper understanding of Artifice. Your intuition in the art allows you to create more efficient systems in the artifice you summon. As a result you may have Artifact Spells cast by you cost 1 mana less to play. (Any artifact spell whose cost is reduced to 0 mana as a result of this ability, will follow the one zero cost spell per turn rule.)

    Tier 2: Your studies in the intricacies of artifice have revealed an efficient method for storing artifacts in a compact form. As a result you are now able to store more artifacts spells than a normal artificer could.
    *Artifact spells in your satchel have their satchel points reduced by a 1/4.

    Tier 3: Through long study and research you have learned how to craft artifice capable of producing powerful effects. This study allows for the crafting of Planar Portals, Airships, and even Airships capable of Planar travel. Procuring the resources for such artifice may be expensive and difficult to obtain, but not impossible. (Actual in game role playing is required with the study and research of these artifice. Be sure to be working out the desired item to be crafted with a WPL to determine necessary resources and such.)
    Your character is a student of the five colors of mana. Every day you diligently study the effects of the five colors of mana and how each can be used.

    Prerequisite: Must be able to channel colored mana and be level 6.

    Tier 1: This tier is gained as soon as you begin the Mastery. You may only use abilities which you are capable of channeling mana for.
    white mana : Target creature gains +1/+1 and vigilance until EOT. You may only play this once per turn cycle.
    blue mana : Target creature gains flying until EOT. You may only play this once per turn cycle.
    black mana : Target creature gains Deathtouch until EOT. You may only play this once per turn cycle.
    red mana : Add :symr::symr: to your mana pool. This effect deals 2 damage to you. You may only play this once per turn cycle.
    green mana : Regenerate target creature. You may only play this once per turn cycle.

    Tier 2: This tier is gained the following level after you gain Tier 1.

    All abilities from Tier 1 of the Pentarch Master can now be used twice per turn cycle.

    Colored spells in the Pentarch Master's satchel have their satchel points reduced by 1/8.

    Tier3: This tier is gained when you have access to all five colors of mana. Your diligent studies in the colors of mana have revealed a powerful ability that you are capable of using on a limited basis (Once per quest).

    3 spells, :symw::symu::symb::symr::symg:: You gain 5 life. Each opponent loses 5 life. Deal 5 damage to each creature. Each opponent taps five permanents. Return up to five spells from your graveyard to your library.
    Prerequisite: Must be able to channel green mana and be at least level 6.

    Tier 1:
    When you first gain this mastery you will talk with the WPLs about deciding on a signature keyword from green. Once you have decided on a keyword you gain a character ability that will look like this:

    green mana : A creature of your choice gains keyword until end of turn.

    (Please note: Some keywords may require a higher mana cost to activate.)

    Tier 2:
    Green Spells in your satchel have their satchel points reduced by a 1/4.

    Tier 3: You have learned a great deal about the Forests and learned to harness that power. As a result your character gains an ability related to the Green slice of the color pie.
    Prerequisite: Must be able to channel white mana and be at least level 6.

    Tier 1:
    When you first gain this mastery you will talk with the WPLs about deciding on a signature keyword from white. Once you have decided on a keyword you gain a character ability that will look like this:

    white mana : A creature of your choice gains keyword until end of turn.

    (Please note: Some keywords may require a higher mana cost to activate.)

    Tier 2:
    White Spells in your satchel have their satchel points reduced by a 1/4.

    Tier 3: You have learned a great deal about the Plains and learned to harness that power. As a result your character gains an ability related to the White slice of the color pie.
    Prerequisite: Must be able to channel red mana and be at least level 6.

    Tier 1:
    When you first gain this mastery you will talk with the WPLs about deciding on a signature keyword from red. Once you have decided on a keyword you gain a character ability that will look like this:

    red mana : A creature of your choice gains keyword until end of turn.

    (Please note: Some keywords may require a higher mana cost to activate.)
    Tier 2:
    Red Spells in your satchel have their satchel points reduced by a 1/4.

    Tier 3: You have learned a great deal about the Mountains and learned to harness that power. As a result your character gains an ability related to the Red slice of the color pie.
    Prerequisite: Must be able to channel blue mana and be at least level 6.

    Tier 1:
    When you first gain this mastery you will talk with the WPLs about deciding on a signature keyword from blue. Once you have decided on a keyword you gain a character ability that will look like this:

    blue mana : A creature of your choice gains keyword until end of turn.

    (Please note: Some keywords may require a higher mana cost to activate.)

    Tier 2:
    Blue Spells in your satchel have their satchel points reduced by a 1/4.

    Tier 3: You have learned a great deal about the Islands and learned to harness that power. As a result your character gains an ability related to the Blue slice of the color pie.
    Prerequisite: Must be able to channel black mana and be at least level 6.

    Tier 1:
    When you first gain this mastery you will talk with the WPLs about deciding on a signature keyword from black. Once you have decided on a keyword you gain a character ability that will look like this:

    black mana : A creature of your choice gains keyword until end of turn.

    (Please note: Some keywords may require a higher mana cost to activate.)

    Tier 2:
    Black Spells in your satchel have their satchel points reduced by a 1/4.

    Tier 3: You have learned a great deal about the Swamps and learned to harness that power. As a result your character gains an ability related to the Black slice of the color pie.
    You are an inspiring leader among certain people. You find that you are easily able to summon your followers. In time your very presence around your followers strengthens them in combat.

    Prerequisite: Be at least level 6.

    Tier 1: You choose a creature type for your Tribal Mastery. Spells with your chosen creature type in your satchel have their satchel points reduced by a 1/4.

    Tier 2: You have developed an affinity for this chosen creature type. As a result you may have Creature Spells of the chosen type cast by you cost 1 mana less to play. (Any creature spell whose cost is reduced to 0 mana as a result of this ability, will follow the one zero cost spell per turn rule.)

    Tier 3: You gain the following ability:

    3 mana : Put a 1/1 colorless *chosen creature type* onto the battlefield with, "Other *chosen creature type* you control get +1/+1". (You may only play this ability once per turn.)
    You are a student of binding creatures to yourself in the form of spells. You may do this through gems, scrolls, or even tattoos. Whatever median you use, you are able to bind them to you.

    Prerequisite: Be at least level 6.

    Tier 1: Through your binding ability you can create single casting spells in the form of a gem, scroll, or tattoo with any creature that was not summoned. You can only bind creatures that have colors you are capable of channeling.

    These bindings are recorded in your satchel like so:
    Binding Scroll of 'Card Name'
    or
    Binding Gem of 'Card Name'
    or
    Binding Tattoo of 'Card Name'
    -You can have a number of normal Bindings in your satchel equal to your level.
    -You can only bind creatures that have colors you are capable of channeling.
    -Bindings cannot be traded, sold, or used by other players/characters.
    -They are unique to the Binder.
    -You must purchase materials to create these basic bindings, the material cost is always 1 gold per Binding. The materials must be on hand at the time of the binding as there is no conversion of gold on hand into the needed material.
    -Just like normal scrolls, bindings are a one time use before being consumed.
    -Bindings do not use up satchel points.

    Binding: The act of Binding a 'wild' creature is simple. First your character pulls out the basic material used in the Binding (The material is equal to 1 gold purchased ahead of time and recorded as "Binding Material xX" in character inventories). Next the character channels mana into the material and the creature being Bound. For every 1 mana mana channeled into the creature the Binder gets to make a roll on a 20 sided dice. If the roll is 10 or higher then the Binder gains one success. To properly Bind the creature the Binder needs a number of successes equal to the converted mana cost of the creature being Bound.

    If the creature being Bound is not sentient then the creature becomes hostile until Bound.
    If the creature is sentient and consenting then you need only achieve the successes equal to it's converted mana cost.
    If the creature is sentient and hostile then you must achieve the necessary successes for Binding the creature. When you reach the necessary successes for Binding the hostile sentient creature, you must then kill/defeat the creature to complete the Binding.
    Tier 2: You can craft a Binder's Summoning Stone. This stone is a powerful tool of the Binder. Through it the Binder is capable of creating permanent Bindings equal to half their level (Rounded Down).
    *The material cost for a Binder's Summoning Stone is 100 gold.
    *A Binder's Summoning Stone can be used in the Binding process as the material component.
    *A Binder's Summoning Stone can only hold permanent Bindings equal to half your level (Rounded Down) at a time. If the Stone is used when full then one of the Bindings must be released to make room for the new Binding.
    *A Binder may only have one Binder's Summoning Stone at a time.

    Tier 3: Bindings can be cast at instant speed.
    You have set out to achieve your full potential. Along the way your exploits begin to reveal the form of a legend. No matter the equipment at your side, you are deadly especially when you are in tune with the equipment.

    Prerequisite: Be at least Level 6 and gain approval from the WPLs.

    Tier 1: You gain one ability that you can imbue into one piece of equipment you have become attuned with. This ability can be similar to the abilities found on any piece of equipment in the game. You can attune yourself to any equipment by bringing your soul in sync with the item. This requires six hours of in game meditation on a quest or meditating alone in a room for one day real time if out of a quest. The ability must be approved by the WPLs. (Hint: Basic keyword type abilities are likely to be approved at this tier.)
    (Note: Equipment in the above is referencing gear that can be wielded by players only. Not the spells that have the equipment subtype.)

    Tier 2: You gain a second ability that you can imbue with the first into one piece of equipment you have become attuned with. Like the first ability this second one must be approved by the WPLs. (Hint: Slightly more complex abilities might get approved at this tier.)

    Tier 3: You gain a third ability, more powerful than the first two, that you can imbue with the others into the one piece of equipment you have become attuned with. Once again this ability must be approved by the WPLs. (Hint: This is going to be your ultimate type of ability.)


    (Due to some confusion about this being weak I want to point out an example: For the first imbue the player chooses Lifelink. Then for the Second they choose First Strike. Then for the third they choose to upgrade the First Strike to Double Strike. Now when they imbue their equipment/gear/weapon it will have: Lifelink and Double Strike in addition to any other attributes it may have had. So even using the basic starting weapon that would give the Legend a 1/0 weapon with Lifelink and Double Strike. If they have a 2/0 weapon then that would change it to a 2/0 weapon with Lifelink and Double Strike. This path is by no means the 'weak' one. This path is also meant to be less mage focused and more combat focused for those types of characters.)
    "How do I start?"

    Since you are here, I am assuming that you have completely read the “Rules List and Announcements thread.” This contains all the rules and edits of this game. Be sure to read the Starting Character part. Assuming that you have questions, you should PM them to the WPLs (Caex Kothar, Cyouni, Murphy, and Nai) and we will be as prompt as possible in answering. Then, post your character information in the “Road to Estark” thread. Send your starting satchel to the WPLs. Don’t forget you free Xth edition, uncommon, non-basic land (everyone forgets it). Once your character and satchel have been approved, you are free to enter the city and begin playing. But, before you do, be sure to post in the “Active Characters” thread.

    "What do I do once I enter Estark?"
    Once you are permitted to enter the city, there are many things you can do. You can spend your starting 50 gold at Frankie Peanut’s store or Lyre’s bazaar. You can do some RPing at Quen's Tavern or in the main city thread. You can also do a test battle in the arena, and joining a house is recommended. However, when you see an open quest, try to join it. That is where the fun begins!


    "What are satchels and gems and how do they work?"
    A “satchel” is the bag in which you carry all your gems, scrolls, and other things. Your satchel only has so many points that you can carry (see Satchel Points above). Gems are magical items that contain the power to cast spells in them. In order to use a gem, you must put a part of your essence in to it, and you will be allowed to cast the spell. The castings in a gem will restore between quests and when a WPL tells you so.

    "How do hands and libraries work?"
    Your hand and your library are essentially the same thing in this game. Drawing and milling do different things in this game (see above). All of the cards in your satchel can be played as long as they are in your “hand” You can discard as normally, but you cannot discard basic lands, as you have no limit of them.

    “How do lands work?”
    You have an unlimited access of basic lands. You can play one in every turn, just as in the card game. You get non basic lands by traveling to that place and establishing a spiritual connection with the place. You cannot sell lands. Nonbasic lands do not take satchel points.

    "How can I get access to another color?"
    The only way to get access to another color is to join a guild. When you join a guild, you get access to the new basic land. You cannot use play other colored spells, and you cannot add mana of that color to your mana pool. So, even if a green mage established a connection with Adarkar Wastes, they could not tap it for white or blue until they joined the appropriate guild. You cannot join a guild until level 3.

    "Why join a house?"
    You do not have to join a house. You have the choice of remaining a Hanin, a mage without a house. However, there are many benefits to joining a house. At level 3, you can join the inner circle of the house to get good bonuses. It also provides somewhere for you to leave spells that you are not currently carrying. It also gives you somewhere to sleep, heal and restore all your gems.

    "What is a WPL, and what is this OOC I keep seeing?"
    WPL stands for World Project Leader. We are your leaders for this game. Listen to us and ask us your questions. We lead all the quests and control the NPCs (non played characters)

    OOC stands for Out of Character. Do not use OOC too much, but if you have to say something in your post that is not what you character is doing, type “OOC:” before it. You can use this to clarify your actions, or just to say something.

    On the subject of abbreviations, RP stands for Role-playing. The more you RP, the more you describe what it is you do. You can simply post your status and your plays, but RPing as much as possible is great. It may even earn you some extra experience.

    Finally, PM is Private Messages. You can see them in the top right corner of your screen.

    "I have been waiting in a House for a WPL to respond and no one is coming. Where are they and why are they ignoring me? Seriously, it has been over an hour since I posted"
    Ah, read the “Inactivity List” for the rules on posting frequency. Technically, we are only required to post once every two days. We WPLs try to post once a day at least, but this game takes a long time. If you are looking for something fast paced, this is not the right game for you. You will probably end up posting only once a day. This is good though, because then the game does not consume your life. If you actually think we forgot you, send us a PM, but be patient.

    “Is it too late to join?”
    No. It is never too late to join.

    "Can I be in two places at once?"
    No. You must post your departure from one location before entering a new one. If you don't Ti'rin will get very angry at you, and that is something that you don't want to happen. Trust me.

    “How and when do I roll a dice?”
    This is not D&D, and you do not have to roll a dice very often. Sometimes, especially for initiative, your WPL will ask you to roll a dice. Try not to roll a dice unless you are asked, or something asks for it (a special ability or random discard). To roll as X sided dice, post the following without the stars. [dice**]X[/dice**]. It will usually be a D20, but you never know. Also, if you are asked to add a modifier, put + or – the number after X. Finally, it is against forum rules to JUST post a die roll. You must put some text in the post or else it will be considered spam and the roll result will be halved.

    "What happens when my life reaches 0?"
    Depends on your WPL. With some, all their quests will result in permanent death if your life reaches 0, but it is unlikely to happen unless you do something stupid. With the other WPLs, you will recieve fair warning before a quest if permanent death is at risk. If there is no risk of permanent death, you will be knocked unconcious. What happens from there, well, you never know. Also, in arena battle, since you start at 15, when you get to 0, you are technically at 5, so you do not die.

    "Can I have more than one character"
    Yes, but only one is allowed to be active at a time. While one character is doing something, the other one can not be in a quest, signed up for a quest, in an arena battle, or do any actions. All loans must be paid off as well. This is so, if you get tired of one character, you can start a new character, but then return to your old character later. You are also not allowed to have a second active character on a gimmick account.

    I don't like my satchel. Can I change things around?
    To an extent. See "Taking a Mulligan" above.

    Guidelines to selling Spells:
    1. All spells (gems or scrolls) can be sold to a shop for 75% of the price the shop sells the spells for, rounded down (so you can sell a 4-cast of Air Elemental to Frankie Peanuts for 75 gold).
    2. Scrolls will tend to cost approximately 25% of the price of a single-cast of that spell (so a scroll of Air Elemental will run about 7 gold).
    3. If you are attempting to sell back a spell that you purchased from a shop (using actual gold, not vouchers or other quest reward items), we will attempt to use the pricing for the set that you purchased the spell from.
    4. If you attempt to sell back a spell that you received as a reward, then we will use the lowest price printing of the spell, as rewards can be scaled to Xth even if the regs for the rewards state "Extended."


    Here are our rules for make a Quest:
    • The person running the quest must be approved by the WPLs
    • No Legends or non basic lands may be used without permission.
    • They may not have their own Character on the Quest that they make. Also, they can't relate the quest to their characters.
    • When the quest is over, a WPL will read the quest and determine how big of a reward should be given. If the quest leader wishes to suggest an amount, it will be considered, but not promises.
    • The Quest [Story, Foes, and Prizes] must be submitted to all current WPLs.
    • If during the quest, the creator wants to change something major, a PM must be sent to the WPLs to approve of it.
    • At least 2 WPLs must approve the Quest.
    • Guild Entry, Inner Circle, and unlocking Expansion quests can only be made by WPLs
    • The quest operator does not get to see the full satchel of the people on the quest. That right is reserved to the WPLs
    • One WPL will be designed to preside over each quest, watching it, creating the thread, making sure no rules are being broken, and suggesting the reward. Also, if the quest creator were to go inactive, that WPL is to take over.
    • Each non WPL can only run one quest at a time.
    • Quests must be for between 2-4 people.
    I hope that this list is easy enough to follow, but if anyone has questions feel free to either post them in Welcome/Discussion or PM them to all of the WPLs.

    Enjoy adding to the Game. Grin
    WPLs do have the privilege to refuse people from their quests.

    Ignorance of the rules is no excuse for breaking them!!! If you are unsure of anything, ask a WPL in Welcome/Discussion or in a PM. We will be happy to answer.

    Please reason out your actions carefully. Ill-advised actions may lead to your character's death and/or other consequences. This has happened once, and will happen again if characters continue to tempt fate. You have been warned. This applies to all quests/events run by all WPLs.

    When you send a PM to any of the WPLs, please remember to include the [/card] tags on any cards in the PM. We especially want these tags when you send in information pertaining to your satchel (particularly if we have to double check your satchel points). We also want these card tags for any PMs concerning spell purchases and sales at Frankies or any other gem seller.

    Whenever you see a new post in this thread, read it. It is probably important!

    In case you missed it for whatever reason your WPLs are: Cyouni, Caex Kothar, Murphy, Nai

    Please check the bottom-right corner of the main page if you are unsure.
    Posted in: Introduce Yourself
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