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  • posted a message on Kardia: An MMORPCCCG (Updated on Post #1025, prior: #1012)
    I'm introducing a new game-word to the game: "conditions." These are just restrictions that will sometimes apply to challenges.

    We seem to have lost most of our "main story" team. I am debating how to rectify this. If anyone wants to join Maokun aka Alvril Erno, get in touch amongst yourselves I guess.

    Also, I'm making some general comments in response to individuals since they affect everyone:

    1) No, Maginon isn't coming back. I have the time for this game or all-the-other-games but I like this game best.

    2) There will be a bit of a change to the economy in the reboot. The Begrina bazaar will be unchanged but expect to see more specialized items elsewhere. This is to avoid people getting overmodded universally.

    3) Hey look we have two bards now. Y'all should form a band.

    4) With a slew of new players, it makes sense to repost the PLAYER MAP LINK. As I've said, bookmark it. It updates by itself.






    DEGRAMMATON

    You head to Bird's Bluff (+1) where you will:
    CHALLENGE: Cross the narrow sea with magic.
    Difficulty: 18
    Condition: Because of the choppy seas and high winds, only a spell with a strong foundation (CMC 3+) will be able to safely get you across.










    IVAN

    OOC: Your toughness is actually 4. The avatar I gave you did not account for your white robe.

    You begin to follow the tracks north, but the farther you go the more difficult it becomes…

    CARD EVAL
    Card: A two mana creature that can't be dealt combat damage is very good. The extra ability pairs with it even better. I think that if this cost one more, it would be excellent, but as is, I feel like it's a bit of a push. It's obviously a cool idea, though, if the another thing stopping it from perfection is one mana. Flavor is good. 8/10
    Flavor: Well it has the type scout, and you know within reason that it's not going to get itself killed while it's scouting, but it doesn't scream tracker to me. Maybe it's just the name? I get how the second ability could be construed as tracking and sort of has been before. 8/10
    Score: 16 + 1 = 17
    SUCCESS (Mana Spent)
    EXP Gained: 5

    You follow the tracks which take you north through the the part of the grove where you picked up Sky, then yet farther north into the… Morabloom Fields (+WW).

    This open coastal meadow is most well known for being a sort of ritual grounds for the Hand of Righteousness. They hold an occasional festival here and perform several other tests and rites here as well. As for terrain, it is a bright grassland strewn with white and yellow flowers and small creatures.

    You see a small makeshift shack cobbled out of sticks and mud from the coastline. Your scout tracks your culprit straight to it before vanishing into the either, which kind of freaks Sky out, but he'll get used to Kardian magic sooner or later.

    Anyway, you peer around the shack through its hollow opening and see the devious minota-- Nope!

    "Oh crap you found me! I knew I'd gurble it up!" says the Noggle. "I'm sorry. I'll return what I haven't eaten."

    You get the sense this Noggle doesn't have much going for him these days… What do?










    ODULA

    Just to clarify, make sure you know the rule on permanents. I.e. they're not permanent… Also, you're doing an uncomfortable amount of speaking for the world. I don't know how they do things over in Destent (legitimately, I haven't gotten to check it out yet) but I tend to exert a decent amount of creative control, especially when it comes to money. That said, nothing you've done here seems outright unfair, except, again, the permanent ain't going to last.

    Between your scrap and your toolkit and your room at the tavern, you spent 59 of your gold. You then spend the night practicing your artifice.

    CARD EVAL
    No difficulty. EXP dependent on score.
    Card: I'm not sure how you wanted this card to work, but right now it's a blue 0/1 that reads "U: Put a +1/+1 counter on this creature." No color gets +1/+1 counters at that efficiency, and if they started to, blue would be last. Points for flavor, but little else. 2.5/10
    Flavor: I'm guessing you wanted this to be more permanent, which it won't be. As is, this score is hard to assign. It's cheap and a small frame, so it makes sense as a first thing to build. 7/10
    Score: 9.5
    Mana Spent
    EXP Gained: 1

    You construct your Golem and it whirrs up, spins around, then seems to face into the aether. Odd. Perhaps things work a little strangely in this new place.

    OOC: The tap symbol in your avatar is missing in your sig.










    ENDILSES

    "He claims to be a doctor by profession, though his actions are that of anything but. He is tall, lives in a blue cottage. He is known to be quite tall and sometimes wear a bowtie. There's no reason to think he is trained to fight back, but he certainly is equipped to evade."










    WHISTLER

    Oof, complicated first post.

    Whistler (R/W)
    Creature - Shapeshifter Knight
    Whistler has first strike as long as you control a creature with first strike. The same is true for haste, vigilance, lifelink, and protection.
    1/1

    You begin your adventure in:

    Begrina: A western coastal trading city with a slight gothic vibe. In the north of the city is the Grand Cathedral, home to Begrina's faithful. In the west are the Bazaar and Beacon Harbor, where adventurers can purchase wares for their journey or even hire safe passage. To the south, you find a boisterous Star Tavern. The east is mostly residential.

    You have:
    Gold: 100
    Inventory: Adventurer's Clothes
    Abilities: N/A
    Current Goals: N/A
    Experience: 0/20
    Mana: (R/W)(R/W)(R/W)










    DALLEG and KHASSIA

    After some discussion and confusion, you take the lighthouse job. You each go south (+(U/B)) to the Blackcliffs Lighthouse.

    A tall imposing spire of a lighthouse rises into the cloudy skies above. Atop it, a glowstone beacon signal ships toward Begrina. Meanwhile on the ground, waves crash against the tall, dark, jagged cliffs.

    At first you don't see much of anything, but as darkness falls and the glowstone beacon at the top of the lighthouse turns, a strange sight. Something large just beneath the surface not too far off shore seems to reflect the glowstone's light. But whatever it was, it wasn't visible without the light hitting it. Whatever this is, it doesn't seem to be moving much. It's hard to call it a threat, but you can see how it might make people uncomfortable.










    VEGA and SKYHAND

    The dynamic duo both back in action, you head back to port in New Kalon (+1R each) to ship out to Begrina, only to realize that even between you, you cannot quite afford the trip back for both of you. (64 gold each, I did not notice this in advance.)

    OOC: Your safe passage to Severex still applies, but you'll still need to raise some funds on Fira if you want to get to the right continent. I'll make it relatively non-challenging.










    KYRIN

    OOC: Your Deora spoiler is a bit wonky. Also, just to reclarify companions, you can talk to them and ask them to do stuff, but they have free will (my will) so don't necessarily assume they'll always do what you want.

    You and Deora team up and are ready to go wherever adventure may lead you, which is everywhere, so get moving!










    HADDOK

    Retrochallenge: My dog knoooows what you did in the daaaaaark! So light em up!
    Difficulty: 15
    CARD EVAL
    Card: A 2/1 first strike at that cost would be common. The extra ability makes it uncommon. I have absolutely no problems with this from a balance or viability standpoint. My one complaint about flavor is that there's just a tiny disconnect between the "again in the next" flavor text and the fact that you're sacrificing something that's already a spirit. It's like there's an afterlife to the afterlife going on. But very minor problem, as evidenced by: 9.5
    Flavor: It's more guide themed than light themed. I don't know if it's quite flavorful enough to say this thing is illuminating just because it's a white spirit, but it's certainly plausible that it could be. The card mechanics/name just don't quite sell it as much as they could. 7
    Score: 16.5 + 1 = 17.5
    Difficulty: 15
    SUCCESS (Mana Spent)
    EXP Gained: 4

    You enter the mound of the haunt with the mastiff at your side. After much walking - more than seems reasonable given the size of the hut from the outside - you come to a chamber that is lit, which is convenient as your mastiff suddenly fades. "Oh, hi!" says a chipper, nasal, yet still booming voice. Down comes:

    Trimsy, Haunt's Djinn 3WU
    Legendary Creature - Djinn
    Flying
    Trimsy has protection from the colors of spells cast this turn.
    5/5

    "Welcome! Great to have you! Don't get many visitors! How can I be of service!?"








    EDAMN DEL INFESHA HA WOQ BALUM CORRUUS

    Or, for short…

    Edamn Corruus G
    Creature - Dragon Druid
    Tap an untapped creature you control: Edamn Corrus gets +0/+1 until end of turn.
    1/1

    You begin your adventure in:

    Begrina: A western coastal trading city with a slight gothic vibe. In the north of the city is the Grand Cathedral, home to Begrina's faithful. In the west are the Bazaar and Beacon Harbor, where adventurers can purchase wares for their journey or even hire safe passage. To the south, you find a boisterous Star Tavern. The east is mostly residential.

    You have:
    Gold: 100
    Inventory: Adventurer's Clothes
    Abilities: N/A
    Current Goals: N/A
    Experience: 0/20
    Mana: GGGGG










    DENA VERE

    Dena Vere (G/W)
    Creature - Human Cleric
    Whenever Dena Vere becomes tapped, you may have target attacking creature get your choice of +1/+0 or +0/+1 until end of turn.
    1/1

    You begin your adventure in:

    Begrina: A western coastal trading city with a slight gothic vibe. In the north of the city is the Grand Cathedral, home to Begrina's faithful. In the west are the Bazaar and Beacon Harbor, where adventurers can purchase wares for their journey or even hire safe passage. To the south, you find a boisterous Star Tavern. The east is mostly residential.

    You have:
    Gold: 100
    Inventory: Adventurer's Clothes
    Abilities: N/A
    Current Goals: N/A
    Experience: 0/20
    Mana: (G/W)(G/W)(G/W)










    ALVRIL ERNO

    As you wait to see if your party is ready, you peruse the bazaar, which doesn't seem to have much new, but perhaps something you didn't notice before will catch your eye this time:

    Body:
    -Shabby Robe (Out-Of-Combat Spell Mod +1), 50 Gold
    -White Robe (Increased white mana draw; Toughness +1), 100 Gold
    -Emblazened Robe (Increased red mana draw; Red spells cost 1 less to cast), 100 Gold
    -Stabilized Chainmail (+2 Combat Spell Mod), 90 Gold
    -Begrina Guard-Plate (+1 Power/Toughness, Increased colorless mana draw, +1 Universal Mod when spending colorless mana), 250 gold
    -Mage’s Silver-Robe (+1.5 Universal Mod;), 100 Gold

    Head:
    -Healer's Circlet (Grants "1, T: Prevent the next 1 damage that would be dealt to another target creature this turn."), 65 Gold
    -Icebane Circlets (Decreased blue mana draw; 1: Protection from blue until EOT), 65 Gold
    -Crusted Helmet (+1 Toughness; Increased mana draw, except decreased green), 60 Gold

    Weapons:
    -Worn Wooden Staff (+1 Out-Of-Combat Spell Mod), 50 Gold
    -Fine Birch Staff (+1 Out-Of-Combat Spell Mod; Increased mana draw), 100 Gold
    -Crude Iron Dagger (+1 Combat Spell Mod), 60 Gold
    -Notched Iron Dagger (+1 Power), 50 Gold
    -Twisted Iron Dagger (Increased black mana draw; +2 Combat Spell Mod), 170 Gold
    -Harvester's Sickle (Improved green mana draw), 40 Gold
    -Silverline Sickle (Combat Spell Mod +1; Increased mana draw), 100 Gold
    -Wood-Axe (+1 Power; Increased green mana draw), 65 Gold
    -Brawlcaster's Blade (+2 Combat Spell Mod; -1 Out-Of-Combat Spell Mod), 80 Gold
    -Faint Scepter (+1 Out-Of-Combat Spell Mod) 60 Gold
    -Brimstone Wand (+1 Universal Spell Mod) 85 Gold
    -Simple Sword (+1 Combat Spell Mod), 60 Gold
    -Greenglow Dagger (Increased green mana draw; +1 Power; G: First strike until EOT), 110 Gold
    -Weaver's Wand (Increased Mana Draw; +1 Out-Of-Combat Spell Mod) 100 Gold
    -Ashstaff Scythe (Deathtouch; +1 Combat Spell Mod) 200 Gold
    -Crystalline Blade (+2 Combat Spell Mod; +1 Universal Mod with multicolor spells), 170 Gold
    -Meltblade Dagger (+1 Universal Mod with red spells; 1: First strike until EOT), 110 Gold

    Cloaks/Shawls:
    -Flittering Cloak (1: Flying until EOT) 70 Gold
    -Tattered Shawl (+1 Out-of-Combat Spell Mod), 40 Gold

    Amulets:
    -Simple-Gem Amulet (+1 Universal Spell Mod), 70 Gold

    OOC: As you know because you're one of them, I PM'd the main story party. Given that you might not all return, I recommend reaching out and seeing if any others want to fill in the ranks.










    NYSTAX

    You go to the Spearpoint Shack and find:

    -Jungle Spear (+1 Mod when against or targeting Beasts or interacting with lands), 80 Gold
    -Hunter’s Bow (+2 Combat mod when attacking unsuspecting creatures), 75 Gold
    -Templar’s Spear (+2 Universal Mod when casting spells with 3+ colored mana symbols), 110 Gold

    The shopkeeper tells you that he would buy the Club off you for 20 gold. There is no increased value gained by it being a trade-in as opposed to a straight sale.

    After doing whatever you do here, you proceed to find the sick friend and deliver the medicine. Apparently news of the sickness had spread through the town somewhat so it does not prove challenging. "Thank you," the sick elf says, coming around with the help of the herbs. "Here." (+50 Gold, 1G).
    Posted in: Custom Card Contests and Games
  • posted a message on Kardia: An MMORPCCCG (Updated on Post #1025, prior: #1012)
    Quote from Folza
    (( Don't forget about my LEVEL UP, please.))


    Oops! Choices:

    Vega 1B
    Creature - Demon Shaman Warrior
    Whenever a creature you control dies, add B to your mana pool.
    2/1

    Vega B(B/U)
    Creature - Demon Shaman Warrior
    Whenever a creature you control dies, you may switch target creature's power and toughness until end of turn.
    3/1

    Vega 1(B/U)
    Creature - Demon Shaman Warrior
    Whenever a creature you control dies, you may switch Vega's power and toughness. (This effect lasts indefinitely)
    3/1
    Posted in: Custom Card Contests and Games
  • posted a message on Kardia: An MMORPCCCG (Updated on Post #1025, prior: #1012)
    I'm assuming/hoping the slow start-back-up is not because I've lost/betrayed you, but because of the prerelease.


    IVAN

    CARD EVAL
    Card: I think this might be an uncommon with a little tweaking. Yes, the cost differentce between this and Blue Sun's Zenith is notable, but that's instant and you just plain keep the cards. This is very good in the right deck, but I'm thinking you add a 1 to the mana cost and make it uncommon, or, something like that. 7.5/10
    Flavor: Very good, but just a tiny tad off the mark. If you had a lot of clues and were trying to figure out which were good leads and which were red herrings, this would be perfect. As is, it feels a bit like you skipped a step. I see that you make mention of pre-existing clues though, so, sure. 8.5/10
    Score: 16 + 1 = 17 (vs. 16)
    SUCCESS (Mana Spent)
    EXP Gained: 5

    LEVEL UP!

    Ivan, Silverpaw Ledev 1W(G/W)
    Creature - Human Warrior
    Whenever Ivan, Silverpaw Ledev attacks or blocks, you may have another target creature get +1/+1 until end of turn.
    2/3

    Battle Plan (Your combat spell queue is increased to four)
    Battalion (+1 Combat Mod when casting creatures with CMC less than your avatar)
    Armory Ward (+2 Universal Mod when casting equipment)

    You look around the crime scene, contemplating how the heist could have gone down. There are many footprints, and it's understandable that the guards would be bogged down in investigating all of them. But your fresh eyes pay off, and you notice one set of footprints that is unlike the others. There are several horse hoofprints, as horses are used to carry grain back and forth, but there are some hooves that are larger - quite larger, in fact. And the spacing is also off, as though their bearer is bipedal. You ask around as to whether there are any hooved residents, and there are not. You suspect this creature, perhaps a minotaur, is the culprit, and the tracks lead off to the north.

    Challenge: Track the culprit.
    Difficulty: 17













    ENDILSES

    Before you are fully out the door, "Perhaps you don't fully understand what we do here. This is the Criminal Council. What you do, no matter how noble you choose to spin it, is still under our jurisdiction. And the job we would ask of you is, well, let's just say it's more in line with your skills than the last one. There is an elf in Manoloon by the name of Gafriley. He stole from the wrong man, and recovery is no longer possible. Justice, however, can be enacted. Make it so and you will have membership, and perhaps a small percentage of the fee. 100 gold, shall we say?"













    DEGRAMMATON

    You explain to the odd goblin guard as best you can without being too truthful the nature of your quest for the third part of the machine. The goblin seems sympathetic to your plight, though its unclear whether this sympathy is forced on him by his collar. Either way, he hands you a strange helmet and says "put this on and come with me." To your surprise, the helmet actually does stay put atop your shady head as you walk inside, and it works its magic right away. Inside the building, you can see a path around the circumfrence and a staircase up - and nothing else. This helmet blinds you to all but what the Intelligence wants you to see, making it a great tool for protecting their industry secrets.

    You are led upstairs to a chamber you take to be quite large, though patches of it you simply can't see. You go through a pair of double doors and meet Hargad. "Greetings," says the artificer giant, dressed in a mix of leather and tech.

    You explain your business to him, again being sure to be vague as needed. "Why yes, I think I may have heard of this machine of yours. If you truly are the original builder, there is likely a place for you among us, though that would require additional proof, to be sure."

    "Now, what I tell you here is rumor. If it were solid, we'd be trying to find the item ourselves. But there is a piece of machinery that has come to be known as the Bone Sieve. We believe it to be trapped deep, possibly unreachably deep, in one of the pits in the northern stretch of the Pits of Garol, to the somewhat distant north of here. Though you will have to go around through Knuckle Passage to get there I'm afraid."













    VEGA

    Seeing as your travel companions have not posted yet, likely due to the prelease I suspect, I am stalling you for a turn. As compensation, you will be able to travel much father without interruption next turn if you end up going back to the mountain. Also, for you and you alone, have a (+1).













    GLAMMER

    You make your way to the Star Tavern. The moment you open the door, blaring horns and plucky strings flood your ears, nearly knocking you back. You manage to get your body inside the crowded place and shut the door behind you. A variety of people in various states of sobriety and dress mull about, shouting, gambling, singing, sulking, etc. Behind the barkeep you see a sign that all drinks cost 3 gold coins. You also see a few figures who stand out from the rest: A dryad, who isn't doing anything particularly interesting, but you don't often see a dryad in a tavern at all; A vampire lurking in the rafters watching the festivities with a sad look in his eyes; and a human showing off some martial arts to a few starstruck women in the corner. (Any of these will offer a quest. No wrong answer.)













    DALLEG and KHASSIA

    OOC: The Worldeye sells maps to members, the effect of which is to reveal a large quantity of regions on the public map. Otherwise I wasn't planning to implement them. Perhaps you could seek out a member of the Worldeye and bum a map off of him or her? It wouldn't reveal much, it'd mostly be for flavor.

    You make your way to the job board, where, behold:

    POSTING: Seeking a guide/guard for Mt. Garol ascent.
    Reward: 200 Gold

    POSTING: Construction assistance sought at the barricades.
    Reward: 90 Gold

    POSTING: Strange beast seen off the shore from the lighthouse. Investigate.
    Reward: 150 Gold













    KYRIN

    OOC: I remember Ivan is on your continent, I'm not sure if anyone else is right now. If so, they're not someone who posted recently anyway. Considering this…

    As you are making your purchase, another person seemingly of the adventurous sort comments to you. "Interesting buy for a loner like yourself." You look up to see:

    Deora M'ane 1W
    Creature - Cat Mercenary
    Deora M'ane gets +1/+0 as long as it's equipped.
    2/2

    Might you be looking for a companion?













    ODULA

    Odula Besa (U/B)
    Creature - Vampire Artificer
    T: Target artifact creature gets your choice of -1/-0 or +1/+0 until end of turn.
    1/1

    You begin your adventure in:

    Begrina: A western coastal trading city with a slight gothic vibe. In the north of the city is the Grand Cathedral, home to Begrina's faithful. In the west are the Bazaar and Beacon Harbor, where adventurers can purchase wares for their journey or even hire safe passage. To the south, you find a boisterous Star Tavern. The east is mostly residential.

    You have:
    Gold: 100
    Inventory: Adventurer's Clothes
    Abilities: N/A
    Current Goals: N/A
    Experience: 0/20
    Mana: (B/U)(B/U)(B/U)
    Posted in: Custom Card Contests and Games
  • posted a message on Kardia: An MMORPCCCG (Updated on Post #1025, prior: #1012)
    I'm back, sort of. Only for this game. Sorry rest of the forums, including Maginon, but this is what I have time for, I think. Updates will come as they come. Sometimes daily again, sometimes not-so-daily. PM me if I skipped you or screwed up.

    MAP LINK. BOOKMARK IT. IT SELF-UPDATES.





    IVAN

    You and your new faithful feline companion head back to the south to Harrenmill to assist with the investigation of the granary robbery. (+1W)

    (Built on a narrow stretch of land, the town centers around a manmade canal connection the water on either side. Several mills have been constructed to utilize water power from the canal, rendering this town a great source of grain and lumber to the continent. The citizens are mostly peaceful craftsmen content to live out country style lives.)

    You ask the guards if there is still need of help in the investigation, and miraculously, after all this time frozen in spacetime, they do still need your help. They tell you the best place to start would be to investigate the granary in question for clues (Difficulty: 16).










    VEGA, SKYHAND, ARAN, AVRIN

    Oh how I missed multiplayer combat scenarios while I was away… :p
    Priority goes to lowest EXP plan A first, then through all the plan A's and so on. At least I think so. Let me look at what all these do.

    CARD COMBAT EVALS:
    Gorgon's Gift: First strike doesn't really make sense in either of these colors, but the rest make sense in both. I guess if you want to make it rare, that sort of justifies the first strike, but…. not really. I think if you take away the first strike, one mana from the cost, and lower the rarity to uncommon you have a better card. 7/10
    7 + 2 + [dice=4]5[/dice] = SUCCESS (Mana Spent)

    Confiscate Character: Well hunh. What does this effect cost when it applies to all an opponent's creatures. Your card is a sorcery so its less powerful in the actual game than it is in this context in Kardia. I mean… this is probably… right… ish? Maybe it should cost one more? Or all three as hybrid? It's a fun card. The kind of thing I'd first pick just for the fun of it even if it weren't the best card in a pack. 8.5/10
    8.5 + [dice=4]5[/dice] = FAILURE (Mana Not Spent)

    Traitor's Death: This is an interesting card! I fear for its power level in the event you animate an opponent's basic land and then kill it. But other than that, solid card. 8/10
    8 + 5 + [dice=4]5[/dice] = SUCCESS (Mana Spent)

    End result:
    Vega enchants and regenerates himself, blocking all the beasts. When Vega kills one, Traitor's Death sends the rest into exile.
    Vega gains 6 EXP (I will edit your level up into this after I finish dice rolls) and Avrin gains 4 exp
    Your party (member TBD by you) gains an Emberstone!

    What do now?










    VASARI

    You, becoming increasingly evil apparently, assist in the Ogre's brutality on his human minion, then offer some sage advice. The Ogre instructs you that the burial grounds you seek are about three days journey to the south, still. The Ogre keeps to keen a watch on his minion for you to whisper anything to him.

    You proceed south to… Ruins of High Rune (+B(U/B))

    This city used to be a bastion of runic magical study, back before the War of Rites ravaged it into the ruins you now see before you: a bleak, black rockscape of fallen buildings, trapped corpses, and grim emptiness. The ruin is sprawling, evident that this was truly one of the great ancient cities. There is a tingle to the air, a remnant of the strong magical energies which used to be so prevalent here.

    You see a spry-looking young vagrant attempting to lift some debris. In his pack you see many other treasures he has looted from the area before coming to that particular patch of debris.










    ENDILSES

    First you're busy, then I'm gone, now we're all back. Let's see what happens.

    You return safely to Darkwall (+1B) and seek out the Criminal Council hideout, where Arthur is eagerly/impatiently waiting for you. "Oh, good, finally. I was beginning to think you'd forgotten about us. Well well, that's a shiny thing, isn't it. Excellent. As promised, your bounty in Begrina will be voided long before you could even hope to arrive there on foot. If you wish to join our ranks here in the Council, though, you might wish to stay a while. You have proved much with this heist. Another, simpler job would suffice to prove you're worthy of admittance."

    (Darkwall: A mostly mountain-locked city that feels itself like a fortress. Its citizens are wary of outsiders after the War of Rites all but destroyed the city. But Darkwall was rebuilt to withstand mighty armies, with tall walls, archer’s parapets, and every structure forged from the darkest of stone. They say that at night, you cannot even tell you are approaching the city as the black walls blend into the darkness all around. Within the city walls, keen adventurers will find the Pitch Blacksmith where they can buy weapons or perhaps convince the shopkeep to upgrade what they own. They could also see if any tasks are required by the city at Castle Darkwall. For those who believe in him, there is a Chapel to Arkho. Weary adventurers can attempt to rest at the often-hostile Crossblade Inn. And throughout Darkwall’s narrow alleys, crime and dark magic have a strong but subtle presence.)










    SKYTHERAX

    COMBAT CARD EVAL WHEEE GOOD TO BE BACK-ISH
    Bathe in Darkness: Hunh. I don't know how to feel about this. It's decently powerful for one mana. If there's only one creature on the battlefield, it will always at least make it powerless. But these days you get a counter and a bonus for one black mana, so this might be OK. I think it'd be perfect if it were a sorcery. 8.5/10
    8.5 + [dice=4]5[/dice] = SUCCESS
    You grant a swift and dark death, gaining you 25 gold and 3 exp.

    You proceed to the Barricades (+1(W/U)):

    This beach was once the site of a great battle during the War of Rites. The barricade erected on that day still stands in parts, but most of it has worn away, eroded by the sea, or been looted by post-war opportunists. A small camp sits on the spot now. The camp is home to a few residents and fisherman, a small Hand of Righteousness outpost, and every so often, traveling merchants.

    What do?










    URANTI, IMAKO, SLARENK, (And ALVRIL, right?)

    Oh man, if I'd realized you guys were advancing the main story I'd have made a stronger effort to get back sooner.

    You all travel back to Begrina by ship (+1U all), my treat, and return to the Grand Cathedral and seek out Father Tor'ka.

    "Ah, good, I see you found each other, and, yes! My word, you were successful in retrieving the Timeglass. Please, come with me."

    Father Tor'ka leads you into the basement, then into a locked back room. In this room is a large mobile diorama of sorts that seems to depict several planets, or are the planes, moving in strange patterns relative to one another. In the middle is a pedestal with an empty socket. Father Tor'ka takes the Timeglass from you and places it into the socket, such that the larger lens faces up toward the ceiling.

    The room begins to rumble and the walls fade from your vision as a purple aura takes their place. Suddenly, a beam of light emanates from the Timeglass, depicting a spectacle of illustrated light, seemingly suspended in mid-air.

    You see a sweeping panorama that seems to depict all of the plane of Kardia, places you have seen and many you haven't, but it is not quite the Kardia you recognize. As the light show sweeps past the cities you have seen, they appear lifeless and miserable. Finol appears more developed while the others appear less so. As the panorama moves on, you see other strange visions: Beasts fighting one another, until one mysteriously vanishes altogether; a cottage turning into a mansion then into a treehouse then into a frog; the world trapped in a strange mutating chaos. The panorama then pulls back, offering a silhouetted map of the entire plane. But one place is blinking oddly - in the northeast corner of the continent of Glimasco. The lightscape zooms in and shows a figure with a dark cloak and pale hair entering a cottage.

    And in the blink of an eye, the room is back to the state it was when you walked in. "What you have seen are visions of what is to come. That chaos, I have feared it's coming, though even I cannot explain it. But the end of that vision, that is what I could not divine myself. I believe that man and that cottage are the first place to look if we wish to find out more about the impending chaos and its cause. I hate to impose upon you, but please, go to the northeast of Glimasco, seek the cottage, and find what you can. The entire plane may depend on it."

    (+2 arbitrary exp to each of you)










    KYRIN

    Hoo boy do I not remember what you've been up to. Remind me? Anyway…

    You go to Dorelai's Emporium in search of some clothing items, namely cloaks, amulets, and hats are what they have:

    -Noble’s Amulet (+1 Universal Mod w/CMC 4+), 50 Gold
    -Necklace of the True (+1.5 OOC Mod except w/black), 75 Gold
    -Warming Shawl (+1 Universal Spell Mod; Increased red mana draw)
    -Guardian’s Cloak (+1 Universal Mod when targeting allies), 35 Gold
    -Traveler’s Cloak (+2 Universal Mod when spending 3+ colors of mana on a monocolored spell)
    -Seeker’s Cap (+1 Universal Mod on spells containing “library”), 45 Gold










    KHASSIA and DALLEG

    As with some others, I don't really remember much of what was happening with each of you before this. Could you remind me?

    PERFORMANCE CARD EVAL (ignoring mods because this is going to be arbitrary anyway)
    Reward variable based on scores
    Drum:
    Card: Lawl un-card. 3/10
    Flavor: Lawl, still un-card. 4/10
    Song of the Enchanted:
    Card: Law-- oh wait real card. I wish this just gained you the life when the creatures block instead of at end of turn. Also I think this is undercosted. Also, I mean, the drum issue re: the cost and all. 7/10
    Flavor: Oh hey a song. 8/10
    Score-I-guess?: 22

    Stone Juggler:
    Card: Wait, this is super interesting. I like it a lot, though it's time consuming as an effect you can keep repeating. 9/10
    Flavor: Juggling! 8/10
    Score: 17

    Let's just say… You each make 40 gold in tips! And… you each gain 2 exp!










    ELENA

    After a few knocks on Bryce's door, a man comes to the door. You are startled, as the hand that opens it is distinctly… mechanical. "Oh, hello!" the main says kindly. "Let me guess. The Sulrons send you? Well, you might as well come in."

    He invites you into his home, which is decorated with a mix of fine art and strange trinkets. "Now, did they tell you something specific to offer me, or did they leave it to your discretion? Can I get you something to eat? Maybe some tea? I feel bad, you coming out all this way…"

    You get the sense you're actually NOT the first messenger sent to do this.

    "I would very much enjoy this tea of which you speak!" Zubulk says.

    Bryce goes to fetch some tea from his kitchen...










    DEGRAMMATON

    You make your way to Stavarion. (+2)

    A sizable town that is home to a great many artificers, as there is a base for The Artificial Intelligence here. Despite being a small settlement compared to the cities of the world, Stavarion serves as a hub for communications and messengers. Many send couriers to see what trinkets the artificers have come up with most recently. All races reside here in a variety of homes with wildly different architectural styles. Notable other structures include the Tinker's Bed and Breakfast and and the Autocon Farm.

    You're not sure who exactly to talk to about this sort of necromatic issue without getting into trouble, but you suspect the Artificial Intelligence would at least appreciate your plight of needing part of a machine.

    You approach the Intelligence's base where you are greeted by a blue-cloak-clad goblin at the door. "Hello. What can I do for you? I'm afraid I can't just let strangers in, there are secret projects in the work, but if you let me know the reason for your visit I would gladly see what I can do, YOU DAMN DIRTY SHADE--"--bzzt-- a collar of sorts buzzes around the goblin's neck "I mean, sir." Well, perhaps the A.I. does produce some useful little gadgets after all…










    HADDOK

    You go east, then south, then east (+2(B/G)) arriving at… Djinn's Haunt

    A strange clump of ground resembling a giant termite mound stands in the center of the murky Ollobrin barrens. From the top emanates a constant flow of multicolored smoke. There are several archways around the base of the mound that lead inside toward its center, but the passages are too dark to see down from the outside. This place is known to be home to a tricksy breed of djinn.

    What do?










    TENEK

    Oof. My brain. I do not remember what is happening with your character. Remind me?

    You travel by sea (+U) to Shawarton:

    A city built on the tenets of order, law, and bureaucracy. Ships arrive via Strongline Harbor on the city’s eastern edge, though the north of the city borders the water as well and several waterside residents have private fishing docks off their property. The northern district is very affluent, full of mansions on hills with sprawling views. The southern district is much more impoverished, with property values greatly lessened by Ironwright Prison. Standing at the very center of Shawarton is the Califax Rotunda, home to the government offices of the region. West of the rotunda, one can find The World Stage, a grand theater. Across from the theater, find equipment for knights and soldiers at Squire Smith’s and assorted clothing items at Dorelai’s Emporium. There are two inns in Shawarton: To the north, The Authinian offers rooms to the wealthy, while in the south, poorer visitors find respite at The Barstool Inn. The Hand of Righteousness has a strong presence in the city, serving as city guard based out of Brightstone Armory and Barracks. Their primary base, however, is southwest of the city.

    What do?








    And then, perhaps foolishly, Socrates let more new players in, assuming they'll bother to check up on this:

    SERRONO and GLAMMER

    I'm arbitrarily making your avatars complementary!

    Serrono Goldtooth B
    Creature - Human Rogue
    2: Target Rogue creature gets +1/+0 until end of turn.
    1/1

    Glammer Trimdell U
    Creature - Faerie Rogue
    2: Target Rogue creature gains flying until end of turn.
    1/1

    You begin your adventure in:

    Begrina: A western coastal trading city with a slight gothic vibe. In the north of the city is the Grand Cathedral, home to Begrina's faithful. In the west are the Bazaar and Beacon Harbor, where adventurers can purchase wares for their journey or even hire safe passage. To the south, you find a boisterous Star Tavern. The east is mostly residential.

    You have:
    Gold: 100
    Inventory: Adventurer's Clothes
    Abilities: N/A
    Current Goals: N/A
    Experience: 0/20
    Mana: 5x your avatar's color
    Posted in: Custom Card Contests and Games
  • posted a message on [MMOCCCRPG] Discussion Thread
    Managed to get another login in. Glad to see the kind words. Rithaniel, definitely go for it. Maybe one day hopefully sooner than I think I'll come back as a player.
    Posted in: Custom Card Contests and Games
  • posted a message on [MMOCCCRPG] Discussion Thread
    This will probably be my last post on these forums after some drastic life shifts and events in recent weeks. I am alive, but I will not really be doing much on the Internet in general for a while, including this. I know a couple people had expressed desire to continue/renew/start-their-own games like this, and now would be the time to do so. I apologize for this unforeseen happening, and hope the format does live on, as I know that I for one enjoyed it.

    Happy Magicking
    Posted in: Custom Card Contests and Games
  • posted a message on Club Flamingo ☆ Exclusively for Custom Card Connoisseurs and Great People
    Spawn of the Conclave 1W
    Instant (U)
    Put a 0/1 colorless Eldrazi Spawn creature token onto the battlefield. It has "Sacrifice this creature: Add to your mana pool."
    Populate.

    IIW: Robots in disguise
    Posted in: Custom Card Contests and Games
  • posted a message on got bored made random planeswalkers
    Annasen, Energized Seer :2mana::symw::symu:
    Planeswalker — Annasen (M)
    Starting Loyalty: 5
    +2: You get an emblem with “At the beginning of each opponent’s upkeep, untap target permanent.”
    -4: Draw a card for each untapped creature without defender target opponent controls.
    -8: Put two 4/4 white and blue Archon creature tokens with hexproof and “Whenever this creature attacks, untap seven target permanents” onto the battlefield.

    Durfrey, Control Freak :2mana::symu::symb:
    Planeswalker — Durfrey (M)
    Starting Loyalty: 4
    +1: Untap target permanent. Until end of turn, you can activate its abilities and other players cannot.
    -1: Target player exiles a card at random from his or her hand until his or her next upkeep. You may play it as long as it’s exiled this way.
    -6: You get an emblem with “At the beginning of each opponent’s upkeep, you may gain control of target permanent that opponent controls.”

    Exura, Pyrofiend :2mana::symb::symr:
    Planeswalker — Exura (M)
    Starting Loyalty: 3
    +1: Exura deals 1 damage to target creature or player. Then you may pay 1BR. If you do, you may activate one of Exura’s abilities again this turn.
    -3: Destroy target creature if it was dealt damage this turn. It can’t be regenerated this turn.
    -9: Target player sacrifices two permanents for each creature card in his or her graveyard.

    Kurathar, Primal Warlord :2mana::symr::symg:
    Planeswalker — Kurathar (M)
    Starting Loyalty: 4
    +1: Creatures with greater power than toughness get +1/+1 until end of turn.
    -1: Target tapped creature you control fights target creature you don’t control.
    -5: Destroy all permanents with activated abilities that aren’t mana abilities.

    Wevill, Benevolent Druid :2mana::symg::symw:
    Planeswalker — Wevill (M)
    Starting Loyalty: 3
    +1: Put a 2/2 green and white Wolf creature token onto the battlefield.
    -2: Creatures you control get +1/+0 and gain trample and lifelink until end of turn.
    -6: You get an emblem with “If a permanent you control would be destroyed, regenerate it and you gain 1 life.”
    Posted in: Custom Card Creation
  • posted a message on Kardia: An MMORPCCCG (Updated on Post #1025, prior: #1012)
    Today is my birthday so I am a bit tired and hungover but I actually think I will get to this later today. I got my festivities out of the way last night. As a birthday present to me, I will give you all some sort of fun surprise or something in the update. ... Or maybe just mana.
    Posted in: Custom Card Contests and Games
  • posted a message on Kardia: An MMORPCCCG (Updated on Post #1025, prior: #1012)
    VEGA, SKYHAND, ARAN, AVRIN

    Avrin first peruses the "market" which is more like a couple guys standing around looking suspcious.
    "Hey, you see anything you like?"
    Informal critique: It's a cool card, I like it, it would pass whatever check I gave it. You can use it now or later, but whenever you use it, it will give you 3 EXP and a 50-Gold discount on your total purchase
    Darkshawl (+1 Universal Mod against white), 75 Gold
    Sword of Exile (+1 Universal Mod; Add'l +1 Universal Mod on spells that exile), 150 Gold
    Forsaken Amulet (+1 Universal Mod when spending colorless mana on colorless spells), 60 Gold

    You all head south to… Scorched Ridge (North)

    This ridge runs along and comprises the western edge of the Red Mountains. Much of the path and terrain is covered with ash, and the way presents a few scattered scorched old petrified trees. Not much has survived the flames that once engulfed this ridge back from when Dragons reigned over this part of the continent. A few tiny green blooms emerge here in the northern half, showing signs of a future for this place.

    Skyhand +1R, Aran +1RR

    You are attacked by a whopping THREE of these. You choose blockers. For this combat, you are all "in combat" as far as spellcasting goes whether you block or not. You cannot run. I will probably wait until all four of you have posted no matter what.

    Ember-Belly Beast 3RR
    Creature - Beast
    Protection from white
    Ember-Belly Beast is indestructible as long as it has been dealt no damage this turn.
    Whenever Ember-Belly Beast becomes the target of a spell, it deals 2 damage to that spell's controller.
    4/3











    SLARENK, URANTI, IMAKO, ALVRIL ERNO

    You all return to Finol and to Castle Ultimium. Uranti +2B, Slarenk +RR, Alvril +1, Imako +(U/B)(U/B).

    (A city that feels lost in time. Everything seems to move a little slower here and feel a little more gray. It is as though some of the very life of the city has been taken away, leaving a large, beautiful, but lethargic cityscape. Ships pull in to Horsec Harbor. Adjacent to the harbor is the Finol Worldeye Outpost, the explorer’s organizations Yullume base. Though it is not strictly speaking religious, many seek spiritual peace in the Statuary Hall, which is filled with statues depicting everything from ancient heroes to demonic gods to animals to household objects. There is no vendor for weapons in Finol, but more defensive garb can be attained at The Guarded Back. Weary travelers may rest or find drink at the Inn of the Epoch. At the very center of town, however, is its grandest spectacle: Castle Ultimium. This large stone structure is said to predate the city itself, and now houses its lord.)

    You once again speak with Fiora Dawn, as Slarenk throws the head at her feet. "My, my. You were gone so long I thought you'd been eaten for sure. Congratulations and thanks to you all. Here, accept the castle's reward." You each get 250 Gold.











    ILARANON

    Retrodifficulty for cast-at-all: 15
    Retrodifficulty for working-as-a-portal: 20
    CARD EVAL
    Card: First off, good job making a hybrid that actually fits both colors. So it's a chargy blinky gate. This is probably fine. It can be very strong but only later and only if you invest in it heavily. Flavor makes sense, except maybe the counters should be something other than "charge" flavor-wise. 9/10
    Flavor: While I know it isn't necessary to make a card that would affect the wights in order to actually affect them, I wish this card had some flavorful link to its happenstance interaction with the wights. As a portal it makes sense, though. 8.5/10
    Score: 17.5 + 1 = 18.5
    SUCCESS (Mana Spent)
    EXP Gained: 5 (your EXP should be out of 30 now, not 20)

    As your gate materializes, the form of wights seems to morph and twist. They strike each other in their new forms and both fall. You are able to collect 40 gold from their bodies, though it is unclear where they would've gotten it from or why they would have kept it.

    You step into the gate and close your eyes….
    You can either emerge right back where you are now, OR I will let you have the portal take you back as far as Begrina, which would put you a ship ride and about 5 "squares" away from your destination. The choice is yours.











    IVAN

    CARD EVAL
    Hymn Card: Simple, good flavor, basic common cantrip with minimal effect, yup. 8.5/10
    Hymn Flavor: Subduing the lion seems good. 8/10
    Community Card: This is a fun one as well. Probably best in some sideboards against decks I couldn't name because I don't play constructed at all. The cost seems about right to me. 8.5/10
    Community Flavor: A bit of a flaw here in that, and I'm just guessing here, but I think you'd like the lion to be able to, you know, attack and block for/with you as you proceed through the game with it, as long as it survives. It's also a little redundant with the card just before it, but I guess I did push the "must be linked to be cumulative" thing. 6/10
    Score: 31 + 1 = 32
    Difficulty: 26
    SUCCESS (Mana Spent)
    EXP Gained: 6

    You tamed the lion. Please put it into your charsheet. You may name it, but its p/t and mechanics cannot be changed and will not be able to be changed via training/etc. later, either.











    VASARI

    OOC: You've got a couple more areas to get through before you get to the Burial Grounds.
    I'll let you know when you're one "day" away.

    You head south to… Minion's March. (+1B)

    This path was once and is still occasionally used to march slaves, servants, and prisoners. The pathways through the rocky and misty barren expanse still hold the sadness and death of those who have been marched along it since the War of Rites.

    You see an Ogre Mercenary leading a handcuffed and ragged Human Minion from the west to the east. The Human is crying quietly to himself. When the crying becomes too audible, the Ogre whips him.











    KYRIN

    With all things secure on the Road of Lanterns after a check, you head back north (+1W) and find a guard, who directs you to the captain at the Rotunda. He gives you a reward of 110 Gold.

    (A city built on the tenets of order, law, and bureaucracy. Ships arrive via Strongline Harbor on the city’s eastern edge, though the north of the city borders the water as well and several waterside residents have private fishing docks off their property. The northern district is very affluent, full of mansions on hills with sprawling views. The southern district is much more impoverished, with property values greatly lessened by Ironwright Prison. Standing at the very center of Shawarton is the Califax Rotunda, home to the government offices of the region. West of the rotunda, one can find The World Stage, a grand theater. Across from the theater, find equipment for knights and soldiers at Squire Smith’s and assorted clothing items at Dorelai’s Emporium. There are two inns in Shawarton: To the north, The Authinian offers rooms to the wealthy, while in the south, poorer visitors find respite at The Barstool Inn. The Hand of Righteousness has a strong presence in the city, serving as city guard based out of Brightstone Armory and Barracks. Their primary base, however, is southwest of the city.)











    DEGRAMMATON

    Being shady as you are, you manage to escape without attracting any unwanted attention after all. You make your way out and escape to the Feathered Plains as day breaks (+1(B/W)U).

    A beautiful soft meadow where the ground is an even mixture of grasses, flowers, and down feathers fallen from the wings of the many beautiful birds that call these plains home. It is a sight to behold - an aviary without any walls keeping the birds inside. They simply choose, for whatever reason, to congregate here.

    You see a beautiful woman playing a flute as many birds gather at her feet…











    KHASSIA and DALLEG

    Reset EXP to 2/30 and choose an avatar from below:

    Dalleg 1U
    Creature - Kithkin Artificer
    The second spell you cast each turn costs you 1 less to cast.
    1/3

    Dalleg WU
    Creature - Kithkin Artificer
    Dalleg has first strike as long as it is blocking or blocked by a creature with fewer colors.
    2/2

    Dalleg U(U/W)
    Creature - Kithkin Artificer
    Artifact creatures you control get +0/+1.
    1/3
    You both return to Begrina (+2) for your respective rewards, which for each of you is 100 Gold.

    (A western coastal trading city with a slight gothic vibe. In the north of the city is the Grand Cathedral, home to Begrina's faithful. In the west are the Bazaar and Beacon Harbor, where adventurers can purchase wares for their journey or even hire safe passage. To the south, you find a boisterous Star Tavern. The east is mostly residential.)











    ENDILSES

    CARD EVAL
    Card: For that mana cost and rarity, I should be able to get all four of these. It seems incredibly rare that one would ever not choose the last mode, and then it's just a matter of whether the -1/-1 counter also kills something. The +1/+0 is so trivial compared to the rest, as well. 7/10
    Flavor: So… which modes are you choosing? I'm going to go ahead and tell you that it's the first and last because that's the only way this works, even though it conflicts with your narrative. I get that you made an assassin-y card for an assassin-y thing, but the connection needs to be more solid than that. 7/10
    Score: 14
    Difficulty: 18 14
    SUCCESS (Mana Spent)
    EXP Gained: 3 (This low EXP is because I cut you a break on the difficulty because I felt bad re: your IRL emergencies and such and want you to be able to catch up, plot-wise.)

    You take the diamond, leaving the body in the trailer-office-thing and disappearing in the least civilized direction: North to Mooncrest Slope (+1(B/W)).

    This hilly region gets its name from its crescent curve, which resembles the moon in its sliver form. This mystical natural shape has made the place a haven for traveling ritualists who think the ground itself is in some way hallowed. Given the odd creatures that sometimes roam these hills, they might be onto something.











    SKYTHERAX

    OOC: Feel free to attempt longer trips than one "square" at once if you wish.

    You head north to the Blacksand Sea Caves (+(U/B))

    To both the north and the west, waves of dark water crash against spires of dark rock. Your route takes you to a short cliffside, but leaning over you see a narrow path down to a small set of sea caves atop which you now stand.

    Turning the corner on the path, you are attacked!

    Seaside Mugger 1(U/B)
    Creature - Merfolk Rogue
    2/1

    You get your three-spell combat queue and you should definitely use all of it, OR you may escape by casting an escapey spell against a difficulty-13 check.











    ELENA

    "No, madam, I do not! I was in my master's basement, then I was on the road out of town, and then I met you, and then I was on the road back into town, and now we are here! Adventuring is exciting!"

    You and Zubulk head to the B&B for some much needed B&Binformation.

    "Oh, Bryce! Yeah, he's just round the corner and second house on the left!" The innkeeper at the B&B pulls out a little town map and marks the house on it for you. "He's a very nice guy, really!"

    You then ask about shops. "Oh, no, nothing to speak of really that you'd be interested. The A.I. has been known to sell some stuff to their members who pass through, but normal folk like us wouldn't know what to do with it anyway, so I don't really mind the exclusivity."
    Posted in: Custom Card Contests and Games
  • posted a message on Wording/balance check on single Card
    Avatar of the Aligned :symwu::symwu::symwu::symwu:
    Creature — Spirit Avatar (M)
    Flying, hexproof
    Spells with greater colorless cost than colored cost can’t be cast.
    4/4

    Can I get away with the wording being that simple? Is it one of those things where those terms would be clarified in new rules based on there being a block that used them a lot?
    Posted in: Custom Card Creation
  • posted a message on not-really-a-cycle of rares with "interesting" static abilities
    The red one is the least "game-changing."


    Hallowed Preserver :1mana::symw::symw:
    Creature — Human Cleric (R)
    Lifelink
    Players can’t lose life except by paying life or being dealt damage.
    2/2

    Shortsighted Archmage :1mana::symu::symu:
    Creature — Human Wizard (R)
    Flash
    Replace all instances of “until end of turn” on all cards in all zones with “until the end of the current phase.”
    2/3

    Deathly Confessor :2mana::symb::symb:
    Creature — Human Shaman (R)
    Deathtouch
    You may discard a card rather than sacrifice a permanent of the same type as the discarded card.
    3/4

    Tactical Rusher :1mana::symr::symr:
    Creature — Human Warrior (R)
    Haste
    Creatures you control with haste get +2/+1 as long as they’ve been under your control since your last upkeep.
    2/2

    Powerfist Druid :1mana::symg::symg:
    Creature — Human Druid (R)
    Vigilance
    Counters, spells, and abilities that would decrease a creature’s power or toughness increase it by that amount instead.
    3/2
    Posted in: Custom Card Creation
  • posted a message on [MMOCCCRPG] Discussion Thread
    Quote from Rithaniel
    So, like, no one got any exp that update?


    Knew I forgot something. Fixed.
    Posted in: Custom Card Contests and Games
  • posted a message on Kardia: An MMORPCCCG (Updated on Post #1025, prior: #1012)
    Quote from Maokun
    (OCC: The drawback of my filtering artifact is that it costs 2 to activate as opposed to 1 as most others :/)


    I can't think of a card with "1: Add one mana of any color."
    If your card tapped itself, that would be a whole different story.
    Posted in: Custom Card Contests and Games
  • posted a message on Kardia: An MMORPCCCG (Updated on Post #1025, prior: #1012)
    EVERYONE: Given how much time has passed due to my personal vacationing and absence, it is especially helpful for you to remind me of what it is you are doing for the next turn or two, and link me back to any posts where I may have given you a name or a reward amount or something, to save me some digging. Thanks, sorry I was gone.




    IVAN

    You head north to… Beaming Grove (East)

    A beautiful forest with several breaks in the canopy, which allows the sunbeams to light the forest floor magnificently. Several noble beasts reside in these woods, and it is a popular space for religious druids and valiant hunters, who often find themselves at odds. The foliage around is all in shades of green, yellow, and white. The eastern half tends to fall more to the druids than the hunters. (+GW)

    You encounter:

    Gleam-Mane Lion 1W
    Creature - Cat
    2: Regenerate Gleam-Mane Lion. Activate this ability only if a player gained life this turn.
    2/2

    Attempts to do most things with it might face difficulty around 15-18, but to tame it as a permanent pet, we're looking at 24-26.








    KYRIN

    CARD EVAL
    Peaceful Offering: Swords to Path of Condemn what now? Yes, this is a fine new installment to the set of one mana white exile, and fun in that sometimes you might even use it on yourself in desperation. Sad there's no flavor text. 8.5/10
    8.5 + [dice=4]5[/dice] = SUCCESS (Mana Spent)
    EXP Gained: 3

    You dispatch the ghost easily. Hopefully that brought it some kind of peace...










    KHASSIA and DALLEG

    CARD EVALS
    Windsong Ruse: Upkeeps are a weird time to gain mana, and these are weird colors to grant mana. Also this doesn't feel blue at all to me - neither the damage preventing nor the mana. That's a problem. 5/10
    5 + [dice=4]5[/dice] = SUCCESS (Mana Spent)

    Versatile Strike: A fun common combat trick for white that's modal without being modal, I guess. I like it all around. 9/10
    9 + [dice=4]5[/dice] = FAILURE (Mana Not Spent)

    Strength of the Faithful: I think this might be better if it had an innate bonus and added another +1/+1 for each creature tapped. Like, +1/+1 plus another +1/+1 for each seems fair. 8/10
    8 + [dice=4]5[/dice] = SUCCESS (Mana Spent)

    EXP Awards: Khassia gets 2; Dalleg gets 5;

    The beast is subdued and slain by a strengthened Khassia. It's guts spill out, granting you each 1U and granting Khassia some Children's Beach Toys.











    DEGRAMMATON

    CARD EVAL
    Card: Not the most magical name in the world but yeah, this is an exciting card. It's simple and intuitive but still a sometimes-big effect. Good flavor text. 8.5/10
    Flavor: Yeah that'll do the trick. I like the dismissiveness of your post. 9/10
    Score: 17.5
    SUCCESS (Mana Spent)
    EXP Gained: 4

    You pick up the Deathly Bauble. As you hold it near the Cairn Sextant, the two both seem to emanate a purple glow. Perhaps this will lead to a final manifestation when you acquire the third piece, which, tragically, you do not know anything about at the moment. For now, though, you likely don't want to be in the tower when day comes, lest you be discovered.











    SKYTHERAX

    You approach the weeping turtle-man and ask what's wrong. "Oooohhh *sniff* helllooooo. Thaaank you for aaaasking. I was down by Stillwind Hiiiiillls and I got separated from my friiiieeeend. I don't haave any waaay to contaaaact hiiiiiim. Couuuld yooouuu find hiiim and teeeell him where I aaaaam?"











    VASARI

    Once again, not entirely sure what's going on…
    Retrodifficulty 1: 17
    CARD EVAL Stolen Secrets
    Card: This card really needs to say nonland like all black one mana discard does in one way or another, or else it can be pretty easy to abuse. Flavor is actually pretty good though. 8/10
    Flavor: Works for what you're trying to do I guess? 8.5/10
    Score: 16.5 + 3 = 19.5
    SUCCESS (Mana Spent)
    EXP Gained: 2

    Flashes in your mind: Gravestones, zombies, puzzles, a black stone on a pedestal, a fearsome golem foe…
    Your mind returns to the present…
    OOC: I don't understand the second spell's purpose at all to the point where I'm going to skip it. The flashes above are the most I'm willing to divulge anyway, though they are somewhat predictable.










    ENDILSES

    OOC: As this continues I get less and less sure of the logistics of what is happening…

    You sigh and lean against the door having been given your 30 Gold for the Iron. You don't see any other exits, but you are feeling roguish enough (+(U/B)) to possibly even invent your own. Rolfund prepares to go back to the crowded camp for the night. This is your final chance before you have a crowd to deal with, too.











    ILARANON

    You head south to Mooncrest Slope (+1W)

    This hilly region gets its name from its crescent curve, which resembles the moon in its sliver form. This mystical natural shape has made the place a haven for traveling ritualists who think the ground itself is in some way hallowed. Given the odd creatures that sometimes roam these hills, they might be onto something.

    You see two of these fighting one another. You may interact if you so choose…

    Lunar Wight (B/W)(B/W)(B/W)
    Creature - Zombie
    Lifelink
    Whenever a player casts a multicolored spell, that player may switch Lunar Wight's power and toughness until end of turn.
    2/4











    TENEK

    FARES OUT OF BEGRINA:
    Shawarton: 10
    Finol: 22
    Caypwana: 22
    Glassimon: 30
    Novadrath: 40
    Jurutu: 48
    Horoto: 50
    New Kalon: 64

    "Hmm, I suppose that arrangement is a fair one. Take this. It is an heirloom of my family and something that I must insist you return promptly, so be quick about this. If you are gone too long, I fear I may have to put someone else in my employ to get it back, if you understand my meaning." (+Locket Heirloom)











    ELENA

    You and your new friend Zubulk head south into… Stavarion (+(R/W)).

    A sizable town that is home to a great many artificers, as there is a base for The Atificial Intelligence here. Despite being a small settlement compared to the cities of the world, Stavarion serves as a hub for communications and messengers. Many send couriers to see what trinkets the artificers have come up with most recently. All races reside here in a variety of homes with wildly different architectural styles. Notable other structures include the Tinker's Bed and Breakfast and and the Autocon Farm.

    You see a goblin working on some sort of small device. After a minute or so, it blows up in his face. He seems alright, but unhappy and sooty.











    HADDOK

    You head back to the Helping Hand to find some more work on this half of the continent.

    POSTING: Join the treasure hunt at Lich-Gold cave to the northeast.
    REWARD: Dependent on what we find!

    POSTING: My friend went missing at Djinn's Haunt to the east-southest. Please find her!
    REWARD: 150 Gold

    POSTING: Bandits giving trouble to merchants at Somber Crossroads to the southeast.
    REWARD: 175 Gold









    VEGA, AVRIN, SKYHAND, ARAN

    OOC: This turn includes weird time shenanigans and me making things happen that contradict some stuff.

    Retrodifficulty: 16
    CARD EVAL Coward's Bane
    Card: Interesting. It turns bounce into removal, or back-into-library into removal. While that's fun, it's also somewhat narrow. It's very much a build around me card with bounce effects, I suppose. I kind of wish you simplified it and had it exile cards that were going to the graveyard as well. Very strong flavor. 8/10
    Flavor: I like the name and the narrative, though I think the narrative sort of clashes with what "exile" means. I am inclined to have your card mechanic trump your narrative in this case. 8/10
    SUCCESS (Mana Spent)
    EXP Gained: 8

    Choose an avatar and reset EXP to 7/30

    Skyhand "The Blind" (B/W)(B/W)
    Creature - Surrakar Minion
    Whenever Skyhand deals damage, it gets -1/-1 until end of turn.
    3/3

    Skyhand "The Blind" (B/W)(B/W)
    Creature - Surrakar Minion
    You can't cast spell with converted mana cost greater than Skyhand's power.
    3/3

    Skyhand "The Blind" (B/W)(B/W)
    Creature - Surrakar Minion
    Creatures blocking or blocked by Skyhand have first strike.
    3/3
    Tendrils emerge and swallow the escapee, enveloping him and then vanishing him into this air, rendering an interrogation effort quite difficult. Well, whoever these three men were and whatever interesting story they may have had, they're all dead and/or gone now.

    OOC @Avrin from before because I don't think I answered: In a "real fantasy world" pretty much every intelligent creature is legendary, so I am reserving legendary to mean "famous," as in "of legend."










    SLARENK and ALVRIL ERNO and URANTI and IMAKO

    Lioshriek Battle Deciphering Time!

    Slarenk, Alvril Erno, and Imako all block.

    Up first shall be… Alvril Erno, based on each of your actions. Let's see if combat mana making works.
    CARD EVALS GALORE!

    Aetherfilter: Are we at the point where this is free? As a common, no, but maybe that uncommon status makes this OK. Still I wish there were some drawback about it somewhere. Also needs flavor text. 7.5/10
    7.5 + [dice=4]5[/dice] = FAILURE (Mana not spent/added)

    This renders Alvril's other spell unable to be cast. I am giving next priority to Slarenk's spell, as it works best in this slot:

    Advance of the Irregulars: A powerful aggro card for this color combo. I think it's pushing it as an instant, and I would be much happier with it as a sorcery. It's very devastating as a full-on trick in the right deck. 7.5/10
    7.5 + 3 + [dice=4]5[/dice] = SUCCESS (Mana Spent)

    Slarenk's spell grants all blockers +1/+0 and double strike because you are all weakened by the Sonic Umbra.

    Misplace: Mentioning planeswalkers on a spell like this?! That's really the main use this will see, as it will reset the loyalty count. The rest is also fine, but that planeswalker interaction makes this card interesting and a little odd. It's territory I don't think the game should necessarily get into. Strong flavor to back it up though, so you still score well. 8/10
    8 + 2 + [dice=4]5[/dice] = SUCCESS (Mana Spent)

    The Sonic Umbra is removed. The collective power of the blocking party, all of which has double strike, is enough to take down The Lioshriek.

    EXP Awards: Uranti +2; Alvril Erno +2; Slarenk +9; Imako +5;
    Change your avatar to the below and reset EXP to 1/45, then choose one of the three below abilities.
    Slarenk 1R(B/R)
    Creature - Viashino Barbarian
    Slarenk has first strike as long as it's blocking or being blocked by two or more creatures.
    3/1

    ABILITIES (Choose one):
    Battle Plan (Your combat spell queue is increased to four)
    Frenzied (Whenever you successfully cast a combat spell, any number of party members may get +1/-1)
    Ransack (You will always find gold or mana on enemies to which you deal lethal combat damage.)
    Congratulations, you have defeated The Lioshriek. Slarenk, as unofficial MVP of the battle, takes the Head of The Lioshriek to carry!
    Posted in: Custom Card Contests and Games
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