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  • posted a message on League of Legends: The Gathering (56 cards within!)
    Twitch, the Plague Rat 1BBB
    Legendary Creature--Rat Assassin
    B: Twitch deals 1 damage to each creature blocking or blocked by him.
    3BB,T: Twitch deals damage to each creature equal to the number of -1/-1 counters on it. The remove those counters.

    Veigar, Tiny Master of Evil 1RR
    Legendary Creature--Yordle Wizard
    Whenever a creature dealt lethal damage by Veigar this turn dies, put a sorcery counter on Veigar.
    XR,T: Veigar deals X damage to target creature. This ability costs 1 less to activate for each sorcery counter on Veigar.
    Posted in: Custom Card Creation
  • posted a message on [Esper] Aggron's Wrath.
    Aggron's pupils begin to vibrate hard, as he continues to channel energy into the mongrel, countering the efforts of the battlemages with pure mental energy.
    Discard another Golgari Rot Farm. Also, to cut this somewhat menial series of plays short, Aggron will keep trying to save the Mongrel until he runs out of rot farms, discarding each in response to a Battlemage activation. He's got two left, after this one.

    Also, no worries on the posting time.
    Posted in: Magic: The RPG
  • posted a message on [Esper] Aggron's Wrath.
    Aggron sets his teeth and channels hard, boosting the mongrel against the stream of negative energy. The poor hound looks less enraged and increasingly unhappy about the swirl of magic pulsing around it.
    Discard 1x Golgari Rot Farm, pump it again, still red.
    Also I totally forgot about this ability. Props to the Filigree Sages, and I hope they haven't got much more mana...
    Posted in: Magic: The RPG
  • posted a message on [Esper] Aggron's Wrath.
    Crap, I didn't see this till today.
    With a small throb of mental effort, Aggron channels energy into the mongrel. Its flesh ripples and reddens, and small flames flow around its body.
    Discard 1x Svogthos, the Restless Tomb for +1/+1 and making it red.
    Posted in: Magic: The RPG
  • posted a message on So, how will YOU handle gameplay with the new transform cards?
    I plan to play with sleeves, as I usually do. However, I will sleeve the checklist cards. I will keep my transform cards separate from my deck, in clear sleeves, so when I want to use them, I can just stick them on the table and flip them over as needed, without having to de-sleeve. If they get stuck back in my hand or deck, I'll just use the checklist again.

    I need to get some clear sleeves to make it work, though....

    How are you guys going to handle it?
    Posted in: New Card Discussion
  • posted a message on [Magic: The RPG] Welcome/Discussion
    Works for me. Sorry again about all the drama.
    Posted in: Magic: The RPG
  • posted a message on [Magic: The RPG] Welcome/Discussion
    I'm glad you got your machine back. Did you lose any data?

    Awright. Sorry for all the drama. I really didn't mean for any of this to happen. When it started, I just wanted to go on with my quest.

    If people are willing to forgive me, I would like to be back in and have someone moderate my quest. Just....don't mod me unless you're also having fun. That is really important to me.

    ...also I kind of deleted my character post, although I have it saved...

    Frikking drama. I thought I got away from this years ago.
    Posted in: Magic: The RPG
  • posted a message on [Magic: The RPG] Welcome/Discussion
    Murphy, I would love to continue playing, but I was just a tremendous jerk to you, so much so it made you quit prematurely. I can't just turn around and say 'jk jk can someone mod me plz?' The WPLs have enough work on their collective plate as it is, especially with you out.

    And I was very serious about what I said earlier. I don't want to be in a quest that isn't also fun for the person running it. This whole project is supposed to be fun for everyone involved, not some kind of burden.
    Posted in: Magic: The RPG
  • posted a message on [Magic: The RPG] Welcome/Discussion
    And now I do feel terrible. Computer crapouts are a horrible thing.

    I was feeling rather abandoned after a month with nothing, and then....more nothing. I didn't even consider that you wouldn't have computer access. I should have looked more into it. And I'm really sorry I have been no fun to mod. I was a mod once, a long time ago, on another forums. And it was work, and it wasn't easy, but I always had some fun with it. Apparently I have not been delivering as a player.

    I wish you the best of luck getting your data back from your machine, and I hope you have good luck with all your projects in the coming months.

    But I can't ask for someone else to mod my quest. If Aggron's no fun to mod, then I cannot ask someone else to run his quests. It's been fun, but apparently it's only been fun for me.

    I'm sorry, and bye Frown I'm gonna miss you guys.
    Posted in: Magic: The RPG
  • posted a message on [Magic: The RPG] Welcome/Discussion
    So.....How 'bout dem updates?

    Getting tired of taking a year to do one quest, and getting equally tired of being polite about it. I've sat through one too many month-long waits.

    I know I shouldn't expect any quest to move fast. But everyone else in the whole RPG moves faster than I do. And I'm sick of it.
    Posted in: Magic: The RPG
  • posted a message on [Esper] Aggron's Wrath.
    Aggron points with his tailblade, and the feral monster rushes forward to rip into the trio of vedalken. <Your bravery is misplaced, fools! I am FAR too powerful for you!>
    Attack the Filigree Sages with the amped-up Mongrel. I'll wait till after combat to decide other actions.
    Posted in: Magic: The RPG
  • posted a message on [Magic: The RPG] Welcome/Discussion
    Quote from lord of 13
    Hi; I've got a quick question concerning the Spirit Guides. Is there any reason a R/X mage couldn't exile 8 spirit guides, cast some ramp spells (like Seething Song) and Blaze FTW in Arena matches? Even in PvE, there's a spell that costs the same as Blaze but lets you distribute damage as you would between any number of targets (can't remember the name offhand, but it was in one of the Archenemy decks). Are Spirit Guides only usable once each turn or something? Or would a 5-color mage have access to 20+ colored mana on their first turn (the mage in question would be level 12+, but still)?
    If I recall correctly, you can only use one spirit guide a turn. Plus, you're only allowed to have cards in your colors in your satchel, so you can't even have off-color spirit guides to exile. I think we don't have more than two-color mages around yet.

    What people frequently do is simply refuse to play against mages who build stupidly OP arena satchels, or the mods will refuse to let you have the satchel. I figured out a build a while back that basically lets you take infinite turns starting on turn two or three, with so many Orim's Chants and cheap counterspells that it'd be a miracle if your opponent could resolve any spell at all, much less win. But who would play against that?
    Posted in: Magic: The RPG
  • posted a message on [Esper] Aggron's Wrath.
    Aggron hears the sound of pursuit, and turns. He's much more interested in combat than exploration. As he heads back, towards the building's exit, he cracks his claws impatiently at the elves, and they fashion their own globes of mana which Aggron absorbs and adds one of his own. Now three green globes float over his right shoulder, and three black ones over his left. Aggron pulls mana from the orbs, re-crafting the sword he found in the lair of another artificer long ago. He tosses it to the mongrel, who catches it in its teeth and absorbs the weapon into its body. The beast grows much larger, and flickers of black and white lightning run through the mongrel's fur intermittently. It looks less like a savage hound now, and more like something demonic, terrifying. Aggron has to walk behind it now; there's not room for both of them side by side in the passage, although Aggron can still see over its back.
    Play 1x Forest, use elves to make 2x Swamp. Use those to make 1x Sword of Light and Shadow and equip it to the mongrel.
    Life: 8

    Field: 1x Wild Mongrel, Q (4/4 pro-white pro-black)
    2x Skyshroud Ranger, T

    1x Dark Heart of the Wood

    1x Golgari Signet, Q
    3x Swamp, 2x T
    3x Forest, 3x T

    1x Moment's Peace
    1x Assassinate
    1x Golgari Rot Farm

    3x Echoing Decay
    3x Elvish Spirit Guide
    Posted in: Magic: The RPG
  • posted a message on [Esper] Aggron's Wrath.
    Randomly, Aggron goes left, around the portal. He gestures, and his summons come after him, moving so that the two elves walk behind to accommodate the hallway.
    I'm assuming I don't get another turn before things happen. If that's wrong, I'll post my turn here.
    Posted in: Magic: The RPG
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