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  • posted a message on Destent : An MMORPCCCG
    OOC: I might have some difficulty posting on-schedule for the next few days, but I will still be trying.

    Sutilith

    Challenge Rating - 16
    See in the Dark
    Design: The closest thing I can find to this is Leshrac's Rite or Nighthaze. Judging from them, I say you're pretty balanced, here. 10/10
    Flavor: Nice flavor as well. Hints at deeper lore behind this. 10/10
    Polish: "gets +1/+0, has swampwalk, and is black in addition to it's other colors." 3/5
    Overall Score: 23 (Success, Mana Spent, 2 exp gained)

    You attempt to land in the water, intending to slog around, but you fail to realize that this is an ocean, and you plunge into several dozen feet of bone-chillingly cold water. You manage to swim up to the surface, and pick a random direction to start swimming in, intending to swim that way until you see light, not that you need it, but your intentional entrance into the water and blatant disregard for the world in your immediate vicinity has resulted in something coming up on you which you had not planned for.

    The water around you suddenly shifts, and looking back, you see an island surfacing. You don't even have time to contemplate your next action before said island opens it's mouth, and moves to swallow you whole

    You are in conflict. Use this website for your rolls. You are being attacked by:

    Devouring Leviathan 5UUB
    Creature - Leviathan R
    Trample, haste, lifelink
    B: Regenerate Devouring Leviathan.
    Devouring Leviathan can't attack unless defending player controls a red, green, or white creature.
    9/5



    Etrox

    The bartender doesn't know much about the greenhouse. That much he is willing to admit. However, he does point you out a doorway, "Go that way, though the tunnel. It should take you straight into the center of town. You'll see the top of the greenhouses from there. Just the tip, though. It's a big sphere buried pretty deep in the ice."

    You exit the pub and co tubule along down the way through the tunnel of ice. It exceedingly cold, and you can feel the water of your body begin to freeze slightly as you walk. Eventually, however, you exit the tunnel into a wide, tall cavern carved out of the ice. Buildings have been built here, and some sort of magic is keeping the chill at a manageable level, so frost is not forming on the eaves of buildings, and people can walk around in autumn clothes.

    Straight ahead you see the tip of the structure, the greenhouse. Walking up and taking a look inside, you see below you several trees encased in a moist fog, covered in moss and with all sorts of birds nesting. It seems the structure's framework is made of glowing metal, which provides light and warmth to the entire greenhouse, and it does appear to be rather dim.

    You find the tunnel to the entrance fairly easily, but it's quite a long walk, as the sphere is half a kilometer in diameter, so you have to go down about 250 meters via switchback stairs. When you finally step into the colossal structure, however, you are affronted by sudden humidity and heat, and looking up and around, you see dozens of layers and catwalks as far as the eye can see, with dozens of gardeners tending to the thousands of plants and hundreds of animals in this place. Just before you is a bald man with a long, thin beard and deep, brown eyes. He bows to you and asks, "Welcome stranger. Are you visiting or seeking to help?"



    Chepson Mindtunneler

    OOC: Your card would succeed, but you are a creature on the battlefield, and this you would be dealt 2 damage, as would everyone and everything in the caravan you are supposed to be trying to protect, and you have no mana you protect them.



    Kallum Yskin

    You can't actually seem to find any source for the light. It's just coming from everywhere and nowhere at the same time. Kind of confusing. You get a feeling that this place is going to be well-lit, however.

    You contemplate where to head next, from this balcony. There are a few doors back in the hall you just left, 4 in total, actually, not counting the door you knocked down, but you don't know where they go. Besides, where do you want to go? These buildings are very ancient, and you can't really make out their purposes, not without some logical leap. There is a clear town center, however, and there are several Earth Elementals going about their lives in the streets far below.



    Ereld Nacul

    It doesn't take long for you to locate 16-H Delshod Lane, and immediately recognize the commotion inside when you do. When you step inside, a disheveled Kithkin man wearing a pinc nez greets you enthusiastically, his bald head shining slightly from sweat, "Greetings and welcome to-- Oh, who am I kidding? Look at you, you aren't here to buy fabrics. No one has come around to buy fabrics since that beast got rooted in there. You're probably the next in line to try. Well, I'm obligated to warn you that people have died attempting to fight it, according to law, and that they've been reanimated to help fight for the cat. Though, it's not because I didn't offer them a way out. They were just too stubborn to admit defeat. Well, I should give you a run-down. I'm not sure where the creature came from, I just came in the a couple of weeks ago, and tada, evil jaguar. The basement is magic because the previous owners left some coffin from Fa-Halloum down there when they moved out. Sat down there for years before I bought the place, soaking it up with black mana and spirits. Got rid of the coffin, but the magic stayed. It's okay most of the time, it'll just spook you out, but now it's drawn in, or maybe summoned up, this beast. The doorway is over this way. If you need to get out, dust your tracks and knock twice, I'll be there."

    Heads up, you're facing:

    Fallen Knight 1B
    Creature - Zombie Knight C
    W: Fallen Knight gains first strike until end of turn.
    2/1

    Fallen Troubadour 1B
    Creature - Zombie Nomad C
    R: Fallen Troubadour can't be blocked by target creature this turn.
    2/1

    Nightflame Puma BR
    Creature - Cat R
    Haste
    (B/R), Discard a card: Return Nightshade Puma from the graveyard to the battlefield.
    1/1

    Darklit Underground
    Land R
    Darklit Underground enters the battlefield tapped.
    T: add W to your mana pool.
    T, Pay 1 life, discard a card, sacrifice a permanent: Add BR to your mana pool.



    Shane Dæmonsbrood

    You begin to spit at the Vampire, but he has fast eyes, and does not like being spat at. You barely have time to flinch before his claws are headed for your neck and his fangs are wide open, preparing to suck the blood from your veins.

    You are being attacked by:

    Kalaq Vampire 2BB
    Creature - Vampire U
    Lifelink
    R, Sacrifice Kalaq Vampire: Kalaq Vampire deals 3 damage to target creature or player.
    The vampires of Kalaq are passionate and spiteful to a ridiculous degree, willing to end their own life if only so that your insult will be punished.
    3/3



    Xenaris Stormwind

    Challenge Rating - 18
    Ward Self Against Lava
    Design: Red Ward and friends say you're pretty securely underpowered, here, and I'm treating Guildscorn Ward as an indication that the Wards are still balanced. 3/10
    Flavor: Decent flavor. 10/10
    Polish: Good man. 5/5
    Overall Score: 18 (Success, Mana Spent, 1 exp gained)

    With a little patience, you manage to coax a bit of white mana into forming a shield against the heat around you, and, boldly, head down to the coast of the sea of lava, before crafting the rune into the molten surface there. After that is done, it's not even two minutes before the colossus erupts from the depths some ways away, and, with a smile and a thunderous laugh, it beckons to you, "Come here, little ???. We are going down a long way, and will have a ??? day to ???."

    Once you've swam out to the foot of the colossus, it speaks again, "Take a deep breath," before closing a fist around you and plunging straight down, back into the magma.

    The rush of liquid and light and heat is almost more than you can stand, more than the rush of wind or of water from your training with the elementals of Fiona, but before too long, it's stopped, and you find yourself being deposited on what seems to be giant metal plate at the bottom of the crushing weight of what must be several kilometers of lava. You hear the colossus speak, but fail to make out the words, as they reverberate through the magma, and the lava in your eyes is preventing you from seeing anything around you.

    Well, you're surviving the heat, at least.



    Urion Calimenaliphorn, the Surgeon

    You plunge into the darkness, using the light of your ward to try and see ahead of yourself, but whatever the shadow is, it's very agile, and always seems on the edge of the shadows beyond your bubble of light. You manage to keep track of it, however. That is, until it slips around a pillar, and vanishes.

    Looking about for a split second gives the shadow that has been evading your gaze the chance it needed, as it has just rocketed up the pillar, to an even higher vantage point than your own, just to leap off, coming into your area of light to attack you, and at the same time revealing himself to be a Viashino… likely a Viashino named Guy…

    You are currently being attacked by:

    Guy 1BR
    Creature - Viashino U
    Haste
    Whenever Guy becomes the target of a spell or ability you don't control, Guy deals 3 damage to that spell or abilities controller.
    3/2



    Macignus Reveris

    Challenge Rating - 16
    Ward Yourself Against Drowning
    Design: Tel-Jilad Defiance, but pro-blue instead of pro-artifacts. Not the most original design in the world, but notable, and balanced. 7/10
    Flavor: Funny, but if this makes them immune to water, then why do they dislike water? Also, hpw is this provocation? Also, clever way of making yourself immune to drowning. I was anticipating islandwalk or something. 6/10
    Polish: Good man. 5/5
    Overall Score: 18 (Success, Mana Spent, 2 exp gained)

    After you prep yourself a bit, you plunge down into the water, plummeting straight to the shell houses clinging like barnacles to the colossal tree trunks all around. At first the Merfolk you see don't seem interested in talking, but eventually a wizened woman, probably the leader, and her guards swim out to meet you. As you converse with her, it quickly becomes apparent that she knows nothing about where you're from or how you got here, nor has she met any lone strangers in many years. After a little while, she invites you to her home, and, once there, her servants offer you some shellfish wrapped in seaweed, to fill your stomach.

    The village elder watches you for a while, eating her own food, before speaking again, "You are in circumstance, stranger man. We no want go far to help you find home, but want still help lost soul. Not knowing how you need help. What would you seek?"



    Tarask

    OOC: Welcome back. If I may ask, where have you been?

    After buying the unfortunate boat and the supply of food, getting it stashed into the rat-filled food storage area (you should really see about those rats. They're a potential problem), you head over to the Wand Shop, your last 5 gold rattling in your pocket. When you ask for the wands, the shopkeeper looks at you and says, "Let me see what I can find."

    A little while later he walks in with seven long boxes, each containing a beautiful wand:

    • Kaleidoclasm Stave ,T: Copy target multicolored instant or sorcery spell. You may choose new targets for the copy. Cost: 5 gold.
    • Dust Rod T: Add one mana of any color to your mana pool. Spend this mana only to cast multicolored spells. Cost: 7 gold.
    • Golden Tri-Wand (+1 with Multicolored Spells) Cost: 4 gold.
    • Tri-Wand of Crystal Echos (+2 with Multicolored Spells outside Combat) Cost: 5 gold.
    • Tri-Wand of Crystal Core (+2 with Multicolored Spells inside Combat) Cost: 5 gold.
    • Stormy Deathstick Whenever you cast a multicolored spell you may pay (U/B). If you do, Stormy Deathstick becomes a 3/3 blue and black Djinn creature with flying until end of turn.Cost: 5 gold.
    • Jade Bountystaff Whenever you cast a multicolored spell, you gain 1 life. Cost: 2.5 gold

    Eventually you pick your wand, get back to your boat, and shove off, navigating with a little compass and a map that the boat salesman gave you. It's a long journey, about two weeks away, and you have very little to entertain yourself with, except perhaps that voice in your head. However, on the eleventh day, something happens.

    Thick storm clouds have been rolling in all morning when you suddenly feel the boat rock a bit as though something hit it, but there's nothing around, just open sea. Then another bump from another direction. Above this sudden motion, however, there is still that brewing storm high above.



    Ivan, Silverpaw Ledev

    OOC: It's already been taken into account, however, please note that you can design a card with the flavor of trying to persuade the salesman into dropping the price, and it will be easier for you than for another player.



    Ophelia Le Doux

    Challenge Rating - 18
    Kill the Attacker
    Design: Fair, though inelegant. A balanced design, for sure, but not really all that logical. 7/10
    Flavor: Why is red hating on red as much as it is hating on white? I have no flavor at all to work with, here, especially with such a generic name. 3/10
    Polish: "Spark Burst deals 2 target creature. If that creature is red or white Spark Burst deals 4 damage to target creature instead, Spark Burst can't be countered by spells or abilities, and the damage can't be prevented." 2/5
    Overall Score: 12 (Failure, Mana Spent)

    Ophelia Le Doux is now in conflict. Use this website for your rolls.



    Allisandae

    Challenge Rating - 17
    Kill a Guy
    Design: Okay, you're too powerful. Take Grasp of Darkness. Sure, I suppose you could say that it becoming uncommon and a sorcery could justify the -4/-4 becoming permanent, but I'd personally be hard to convince of that. However, then you allow it to deal 4 damage to a player for 2 mana, unconditionally. The last card to do that, was Flame Rift, it had the kickback of doing it to you as well, and it was still awesome. Yeah, definitely too good. 3/10
    Flavor: Everything here seems good, except the word "Jester". Sure, I suppose it fits with Allisandrea, but inside the card, it don't connect with the rest of the flavor. 8/10
    Polish: Good man. 5/5
    Overall Score: 16 (Failure, Mana Spent)

    "Didn't mean to give offense miss," Barken tries to apologize, just before you shower him with black-and-red sparks that baffle and confuse him, as you fly off towards the bridge.

    A moment of confusion and you find yourself looking down at a fairly pleasant town, with neat rows of houses stretching as far as the eye can see. It's the dark of midnight here, but the city is alive with candlelight inside manses and with lampposts lining the street. Just before you, you actually see one lamppost illuminating a conflict between a…

    Shane Dæmonsbrood (B/R)
    Creature - Half-Demon Warlock
    Sacrifice a creature: Target creature attacks this turn if able and can't block this turn.
    1/1

    …and a…

    Kalaq Vampire 2BB
    Creature - Vampire U
    Lifelink
    R, Sacrifice Kalaq Vampire: Kalaq Vampire deals 3 damage to target creature or player.
    The vampires of Kalaq are passionate and spiteful to a ridiculous degree, willing to end their own life if only so that your insult will be punished.
    3/3

    Traveling to this city has granted you W(B/R).



    Joran Harclay, the Wanderer

    Challenge Rating - 18
    Start a Brawl
    Design: I have mixed feelings about this. On one hand, it's an interesting mixture of red effects, and very powerful, as you'll almost always take the biggest creature and destroy another one. On the other, something about it feels clunky. Still, I like the card. 8/10
    Flavor: Fair enough. Coercion isn't usually red's thing, but fair enough. 10/10
    Polish: Good man. 5/5
    Overall Score: 23 (Success, Mana Spent, 2 exp gained)

    Challenge Rating - 18
    Find Specific Information
    Design: Thought Scour for 1 fewer cards milled, plus replicate. On the other hand, compare this to Mind Spring (Ignoring Train of Thought because it's just bad). Is requiring all blue mana worth a drop in converted mana cost of two? That's a pretty big drop as is, and then you add the fact that it's more difficult to counterspell and carries a secondary effect (mill X), and you're clearly too good, especially at uncommon. 4/10
    Flavor: Entertaining and fairly well executed. Echoes abd replicate. 10/10
    Polish: Replicate comes first. 4/5
    Overall Score: 18 (Success, Mana Spent, 1 exp gained)

    With a twirl of mana, you cause a ruckus in the middle of the bar, and as the bouncers are trying to grab the two men and hurl them outside, you, under a bit of cover, leak out information from three people around you.

    Bartender: He deals with people in the black market fairly often. At least, he thinks he does, he's not the boss around here, but he is often required to allow people with a certain badge into one of the back rooms. You think that they might be the Children of Alfal, though, and not the Black Market, as this man is assuming. Though, the Children might have access to the Black Market.

    Violinist: He likes his violins. He has a collection of them back home. Everything from Heshian Black Ice Violins to two-necked Telvoski's. He's gotten two or three via the Black Market, actually, in exchange for information on patrons he's been watching in the bar. The fence he knows is a Vedalken named Allosoal, who does his best to look nondescript, but who is always carrying around a black bag.

    Thief: This man is a Child of Alfal, and they have indeed caused the chaos of today.
    Posted in: Custom Card Contests and Games
  • posted a message on Destent : An MMORPCCCG
    OOC: It seems that MMOCCCRPG GMs are destined to be absentee. It's understandable, I suppose, considering that each update post can take 2 to 6 hours to complete and eventually a person is going to have a period where they don't have that much time to spare on organizing a game. This doesn't make it any easier to say that I am going to have to double-delay this update. I have the first couple of sections completed, and still fully intend on posting inside the next two days, but life is doing it's best to get in the way of that. I wanted to put forward this heads-up to all you loyal players. I am very sorry to have delayed half a week as-is.
    Posted in: Custom Card Contests and Games
  • posted a message on Destent : An MMORPCCCG
    OOC: Sorry guys. Going to have to make another delay.
    Posted in: Custom Card Contests and Games
  • posted a message on Destent : An MMORPCCCG
    Xenaris Stormwind

    Challenge Rating - 14
    Find Food
    Design: Odd design. Why is it nonartifact? The life gain seems out-of-place, but I suppose it could make for an alternate-cantrip. I guess this could work as common as well. Also, microtext. 3/10
    Flavor: Okay, the life-gain still seems a little out-of-place, but I get it. The food gives you the energy to stay up all night. 7/10
    Polish: Good man. 5/5
    Overall Score: 15 -1: 14 (Success, Mana Spent, 1 exp gained)

    Challenge Rating - 18
    Ward Self Against Lava
    Design: Okay, big color bleed. You have red getting protection from red, which I get, but then black getting protection from black which has not happened in a long time, black getting protection from red, which has only ever happened on a single card, and red getting protection from black, which has never happened. Neither of these colors are big on protection. Black only cares about protection from white, after all. Mask of Law and Grace says that, if this were feasible in these colors, you'd be balanced, however. 2/10
    Flavor: Neat flavor. You know yourself so well that others like you can't harm you. However, you try and tie it into Shadowmoor, and then lose me. Good flavor, though. 7/10
    Polish: Good man. 5/5
    Overall Score: 14 (Failure, Mana Spent)

    The transformation doesn't hold, unfortunately, and, while you've had a nice meal, you're not yet prepared for a trip into that sea of lava down the slope.

    OOC: There are more ways to survive something than to gain protection from it.



    Ivan, Silverpaw Ledev

    Challenge Rating - 16
    Get a Closer Look
    Design: Comparing this to Darksteel Pendant and Crystal Ball, this design would likely be balanced, but fairly aggressive in mana cost. For that reason, the scary efficiency of it, alone, I'd have put it at rare. Nice, simple design beyond that. 8/10
    Flavor: Funny, but could be better written. 8/10
    Polish: Good man. 5/5
    Overall Score: 21 (Success, Mana Spent, 2 exp gained)

    OOC: I always forget mana.

    Your close examination of the coin reveals nothing more particular about it. It seems freshly made, no wear or scars, and is likely made of iron, or some other cheap metal. However, you are no closer to discerning the purpose of the code for looming at it the way you are.

    Your three-month stay in the city of Cellim-Del has earned you 3WWG(G/W)(W/B)(R/W).

    The next day, Emille didn't show up in class, nor did she come back the the Sandsea. The owner even approached you asking if you knew where she had disappeared off to.

    However, after a while of shopping for birds, the few that seem to be best are:

    • Bird 1 - Won't be ready for riding for another 3 months. Likely to be very good then, but not the best. The months will give time for you two to build a trust. 9 gold.
    • Bird 2 - Won't be ready for riding for another 4 months. Likely the fastest bird you've seen for sale. The months will give time for you two to build a trust. 12 gold.
    • Bird 3 - Won't be ready for riding for another 1 month. Likely a top-of-the-class bird, but not as good as Bird 2. Won't have any time to build trust, so that might be an issue. 10 gold.



    Kallum Yskin

    Challenge Rating - 17
    Knock Down the Door
    Design: Okay, nonplaneswalker doesn't fit, and neither does mono-green or mono-black getting straight-up permanent destruction. Beyond that, I think this card is well balanced, clever, and placed at the correct rarity. 4/10
    Flavor: Decay and time. All seems in order, exept the nonplaneswalker thing. That still doesn't fit. 8/10
    Polish: Shouldn't have reminder text, but I can't fault you for have it. 5/5
    Overall Score: 17 (Success, Mana Spent, 1 exp gained)

    It's 12 hours you have to wait before the decaying force takes hold and rots the golden door away, but once it does, you are left facing a long hall made of sculpted gemstones, pillars of seemingly rough-hewn diamond refracting off your candle and throwing strange patterns across walls of onyx and ruby. Up ahead you see a light at the end of the structure, and the distant tap of stone-on-stone.

    Moving forward, you eventually reach a balcony at the back of the hall, and looking out, you see a cavern miles across, with you standing very close to it's roof. Before you is a spiral city of blue glass gilded with buildings of every type of stone and lit from within by some unearthly glow. Here and there you can spot a glimpse of towering figures of stone doing all manner of things, but there are so few of them.

    This city matches the city of Aurus, from myths ages past, but that can't be. The city of Aurus, which the whole of Destent believes to be myth, was supposedly built into the stone of a sphere larger than any other, and made of precious stones. Hel'Ont is a small sphere, and made of mud, if anything. Aurus should not be here. It should not be at all, but especially not here.



    Sutilith

    Challenge Rating - 17
    Fly
    Design: Cobbled Wings says you're likely a bit on the too-good side, but not by much, especially considering this is a tap ability, and thus can't hit multiple creatures a turn. Common feels good as well. 9/10
    Flavor: Decent flavor. Could have been better written, but still good. 9/10
    Polish: Need more capitalization. 3/5
    Overall Score: 21 (Success, Mana Spent, 2 exp gained)

    After a little magic and a command to your newly summoned companion, you find yourself soaring across cavern, feeling the cold, stale air breeze by you in total darkness. Your eye-companion is remaining back at the ledge, and can't see details all that well from where you are, but directs you to different locations that might be passages forward.

    Most are simple inlets, alcove in the rock, but as you fly, you also find what appear to be small caves filled with water… and not old, acidic water as is usually found in caves, but fresh water, and it occurs to you that the water you had landed in earlier was also fresh, but this place is lower than any other place on Hel'Ont, so it can't be that these are natural springs, because they'd need to have somewhere to drain into.

    You eventually get to the point that the only way forward… is down. So, you slowly start spiralling downward into this colossal well. After you dip low enough, you actually feel a breeze on your face that isn't just because your flying, and distantly, the sound of heavy waves on stone. You're beyond the sight of your navigator, now, and it was fading anyways, so you'll need to acquire a new way to see in this total darkness.

    You gain (U/B)(U/B)(U/B)(U/B) from the Underground Sea.

    OOC: [url=http://forums.mtgsalvation.com/showpost.php?p=10504369&postcount=278]Eye Creature[/url].



    Etrox

    You proceed to the pub, noting that it's rather low and only a single story, but once you've stopped through the front door, you find that appearances can be deceiving. The bar is several stories tall, and only half of the top floor is poking out of the ice, the front door leading you onto a balcony overlooking the main room. After walking down a few stairs, you come up to the bar, earning a few glances from the townsfolk enjoying their work. The bartender, a tough-looking leonin, however, doesn't seem scared at all, and looks you straight in the eye, "What'll it be, stranger?"

    After you've order and requested about the work, the bartender will look sideways at you and say, "Figured you might be here for the work. Well, long night is coming up fast, it'll be about three years before we see another sunrise, and them who founded us won't send help, nor will they allow us to come back across the bridge unless we swear fealty, and we didn't have to do any of that before we left, so why we have to do it now? So, we're staying here, and we've got a hard three years ahead of us. We're trying to stockpile as much as we can. Most of the chores we need done are simple things. Dig more tunnels, go fishing, though that one ain't so simple, what with all the easy catches going to warmer waters, and now all that's left are whales, leviathans, sharks, and krakens. There was also some trouble in the greenhouses, and we could use some help from those others who live on this sphere too, but they're all stubborn dwarves and bloodsuckers."



    Macignus Reveris

    You land at the larger of the two Merfolk villages just as the spell wears off. The town is still a little ways underwater, so you can either try and get them to rise up, or you can swim down. It's your choice, really. Also, you might want to think about what you will say to them once you get there.

    OOC: It's morning, and yes, the sphere does have a day/night cycle. Good questions to ask. Hadn't thought about it.



    Allisandae

    OOC: It was a mistake I made in my first update with you, and now it's a running joke. Besides, you're tiny, pinkish-purple, and lithe. Unless your voice is that of James Earl Jones, you're likely fairly easy to see as a girl.

    "Well, tha's juss tha thing, isn't it? No one knows. All tha folk back home juss heard a big commotion in tha middle of the night, and we have a hole where da place used ta be."

    "I still can't believe you slept through that."

    "Shut up. I'm talkin' to tha lady. Now, a guy no one knows came up out of tha hole in tha ground there," he pointed, "and flew off towards tha bridge. But past tha, we know nothin. If he lived, though, might be others lived too. We was mounting a rescue team when you dropped in. Discussin who we would save and who we… wouldn't, if ya catch my drift."



    Ereld Nacul

    OOC: See the number at the top right of this post that reads "#342"? Click on it. From there it's [url={URL of that post}]Link[/url].

    Eshox looks up from his reading at your inquiry about 'A Tale of Red Trees', "It's a story about a fictional sphere, where the societies of machinery and divine magic are in an eternal feud, but the head of the church and the head of the builder's guild fall in love, yet still can't come to terms in their grand social feud. It's a great drama, and also a great comedy. It's just shows the authors skill that she can achieve both these things at the same time. She makes you laugh at the absurdity of the situation, yet really feel the pain of these characters. I hadn't read it in a long time. Thought I'd give it a shot again since I'll be spending the next week in the library for a deal of the day."

    The map books have almost nothing interesting to look into. There are some intriguing stone patterns surrounding Fa-Halloum. You read mention that Fa-Halloum's greatest achievement are the black pyramids that entomb their ancient aristocracy. They're situated tightly in an area surrounded by dusty quarries to the south, rocky wasteland to the northeast, northwest, and north, and open desert broken by a few ridges to the direct east and west. Ir-Ren sits in the middle of a vast, flat desert, which is often plagued by unrelenting sandstorms and unparalleled heat. They take some solace from the small mountains to their west and north, but those are little more than glorified hills, they've been worn down by the wind so much.

    When you ask Eshox about work, he doesn't look up, apparently enthralled by the book, but instead murmurs, "Just find a posting board. There's one near the Sandsea."

    Later, after you acquire directions to the Sandsea, you find yourself in front of a low building with a sign reading "exotic dancers" out front, and, just as Eshox said, it's got a posting board. After a few moments of reading, you see that most jobs are part-time or full-time, but you find a few simple ones:

    • Summoned Shadow Jaguar taken up nest in magic basement of a clothing ship. 12 gold to whoever can remove it from basement. Very resistant to dispelling, and apparently foul-mouthed. 16-H Delshod Lane, contact owner.
    • Need aid in excursion into alternate dimension. 3 gold in payment, as well as a share of anything found in dimension. Several unknown parameters. 1-8-2 Boltatolt Street, contact Mavin Osik Leo Cavashin.
    • Daughter kidnapped by bandits. 7 gold to whoever can fetch her back. 720-A Jelooen Way, contact Yaskin Hewlomnikoven.



    Chepson Mindtunneler

    Challenge Rating - 20
    Deal With All Raiders
    Design: So, Bonfire of the Damned miracled, but minus he damage to the player. Yeah, judging from Street Spasm and Lavalanche, this is way too good, especially at uncommon. 4/10
    Flavor: No flavor text and a generic name. Too little flavor here. 5/10
    Polish: Good man. 5/5
    Overall Score: 14 (Failure, Mana Spent)

    OOC: You can do better than that.

    Your first attempt was ineffective, and now the lizards are almost upon the caravan, and almost upon you as well. If you intend to save these people, you have to act fast.

    You are now in a conflict. Use [url=invisiblecastle]this website[/url] for your rolls. Also, your time traveling near Fa-Halloum and the adrenaline of the situation has pumped you with B(B/R)R.
    Posted in: Custom Card Contests and Games
  • posted a message on [MMOCCCRPG] Discussion Thread
    Yeah, in this instance I am a player, and am voting for a scifi world.

    I try and get players to enjoy themselves as well, but I also try not to just give a player exactly what they want either. I enjoy seeing how people react given an unusual circumstance, a situation they did not expect to be in, or finding something to be more difficult than they had assumed it would be. Perhaps it's evil of me, but it's never just a simple dungeon crawl when I GM.
    Posted in: Custom Card Contests and Games
  • posted a message on [MMOCCCRPG] Discussion Thread
    I say yes, because Socrates doesn't reliably post anymore. He's got his reasons, of course, but having 3 games with a 4th stopping and going seems fair. We do need to try and keep things from getting too out of hand, though, because if we have 7 MMOCCCRPGs floating around, not one of them would be original

    However, we already have two games of fantastic world structure and exotic terrain and one of classic fantasy. I would like a scifi world, myself. Spaceships and laser beams and fortresses, like Maginon, kind of.

    Destent is actually meant to be halfway between Maginon and Kardia. Classic fantasy, in most respects, but multiple planets (dubbed 'spheres') with ways of traveling between them.
    Posted in: Custom Card Contests and Games
  • posted a message on Destent : An MMORPCCCG
    OOC: Rith is sick.



    Etrox U
    Creature - Elemental Rogue
    Islandwalk
    B: Extrox gains lifelink until end of turn.
    1/1

    Gold: 0
    Inventory: Clothes
    Abilities:
    Traits: Survivor
    Experience: 0/20
    Mana: (U/B)(U/B)(U/B)(U/B)

    You heard that there was work here.

    Seems a pretty desolate place, in all honesty. Ice stretching out in all directions, and sitting right smack dab in the middle of it, a town. Likely the only work these people need done is fishing. Though, there are certain fish worth some money. Powdered Dandân bones go for 15 gold a pound in Ha-Kiyang. You don't know if Dandâns are on this backwater sphere, but hey, no harm in trying, right?

    Before you, you see a pub, a butcher's shop, an apothecary, and several fish shops. There are a few shanties hanging around beyond that, but none look large enough to act as a home for anyone.



    Shane Dæmonsbrood

    The vampire you shout gives you a cold stare for a few moments, apparently offended by your needlessly callous manner, before he smiles, showing you a pair of delicate, needle-sharp teeth, "Depends what kind of work you're looking for. If you want to loan your body to one of us, you know, for a meal," his eyes glitter as he looks up and down your body, "We could come to an arrangement right here.

    "If not that, then find some work yourself. It's not my problem if you're broke."



    Ereld Nacul

    OOC: Well, the Spheres rotate around each other in complex patterns, with a few remaining rooted where they are. However, while most Spheres are constantly in motion, they move through non-euclidean space, and spheres that are connected by bridges remain "stationary" in the sky of the bridges that they are connect to, while still technically rotating and weaving among other spheres. Some spheres act as suns, and others act as moons, and as they rotate around other spheres or disappear behind spheres, they emulate day/night cycles.

    Tl;dr: Yes, there is a dawn.

    "Of course, sir, the plant books are waiting for you back in your room. I'll bring the map books in shortly."

    Eshox hangs back for a second, speaking to the librarian, "Could I request 'A Tale of Red Trees' be brought as well? It's by Yoyun Nare Dayal."

    "Of course, excellent choice. One I recommend everyone read. It will be in with the map books."

    You head back into the room and, while there's a few more entries left in "Rare Flora of Dry Spheres", you decide to branch out and move on to some of the other books.

    Fenwi Di Opirun Kallas's writing style is very boring, as though he's written several books and was getting tired of it by the time he wrote the book you are now reading. Also, it doesn't seem like the wrote from pleasure, but more from pride. He drones on for so long that you find yourself trying to just skim the pages for useful information. However, in credit to Fenwi Di Opirun Kallas, he does have a fairly good bit of useful information in 'Botany of Uhumha'. For example, you find that most plants in the world live in the far north, around the city of Asha-Ho, or around the giant lake of the city Foru-Foru. Beyond those areas, there are wind patterns which pull moist air to the places where plants can grow on Uhumha, and a few natural springs. The natural springs are far rarer, with the winds more common, but delicate things such as Lotuses or Fool's Willow can't grow in the occasionally harsh winds. He also tells that cactuses contain inordinate amounts of water, for their size, and tells that, if a cactus is spotted where there is no wet wind, it's usually an indicator that a natural spring is nearby.

    Fas Htebli's 'A Practical Guide to Biomagic', on the other hand, is well written and bold. A welcome respite from the drone of 'Botany of Uhumha'. Fas Htelbi is a pragmatic man, and fond of metaphors. You learn a great deal if things from the book, but most of it applies to biomagic on other spheres. The chapter labelled 'Uhumha' contains the most immediately relevant information to your quest, such as the fact that wild camels found in the south can be tracked to natural springs, as they don't eat cactuses, and that certain breeds of fungi actually form large caverns beneath them, which then fill with water after the fungus has died off, thus forming a spring. While this takes a thousand years or more, you can look for the scars left by the fungus. Also, you learn a few nifty tricks to preserve plantlife, as well as a recipe for a chip dip which supposedly imbues the eater with a streak of good luck.

    You gain W from your time in a W-aligned city.



    Chepson Mindtunneler

    After a little while of talking, you manage to meet with the caravan head: a mid-height, pale man with runes hovering in midair around his clean-shaven head, with a smile, he greets you, "Hello, Chepson was it? My name is Hewlavshaonxien. Can me Hewl. I'm the caravan head here. You want to be hored as a guard? Well, you don't look like much, but then again, not everyone does. I hear you're a mind mage? That could be pretty useful. Keep us safe through to Foru-Foru, and you'll be paid."

    Your time in Fa-Halloum has earned you 2B.

    Later that afternoon, you're off. It's a pleasant trip if you don't mind the hard road and the heat, and the people, while a little dark with their sense of humor, are friendly enough. However, not it's not even three days before the caravan you're attacked, a band of men wrapped in black robes from head to toe riding on the back of lizards come swooping down on you as you pass though a gorge.

    You are being attacked by six bandits. Or three of these:

    Tel-Lo Landwyrm 1BB
    Creature - Snake Rogue R
    Protection from white
    When Tel-Lo Landwyrm enters the battlefield, put a 2/2 black Snake Rogue creature token with protection from white onto the battlefield.
    2/2



    Ivan, Silverpaw Ledev

    OOC: I always type up these posts in another program, then copy pasta them into a post. Also, do not pursue a job as an actor. You went from 'complete and utter apathy' to 'powerfully possessive' in a single edit.

    You try and interrupt the stranger walking out of the bar with your kinda-sorta girlfriend, as you get the feeling something's up. Especially considering that she had plans to meet you, had seen you sitting there, but had apparently decided to break them off without telling you directly where you could see her. She has always been critical and focused when it comes to strangers, so, she wouldn't so easily trust this man, who, from his account, has never met her before.

    However, you somehow don't manage to catch them before they get out the door, and when you burst out of the Sandsea, you find the street deserted. In fact, the only thing you see is a single coin the size of your palm, on the ground before you. If you pick it up, you find that it has a skull on one side, and a code on the other. A code which reads:

    3 271 41°
    90 117 271°
    281 2 17°
    HÆSi§-Y

    OOC: Also, would you like to actually go shopping for different Falcons and see all the options or just say you get one and have me provide the details?



    Sutlith

    OOC: Yes, yes. I provided an ample description and wasted an update to let you know that, picking at random, you chose a path that led to a dead end. This is not a dead end, it's a spacious cavern of uncertain depth. You now face a challenge: Figure out a way forward. I will not tell you every single challenge you face. Instead you will have to actually think about what is being put before you.



    Ophelia Le Doux

    OOC: Yeah, you, not the game master who spends hours and hours mapping out multiple worlds and ruined cities with lots of history and plot hooks just to receive replies of "I sleep, I knock down the door, I sleep, I knock down the door, I sleep, I knock down the door" is the one who should be bored. As long as you provide boring posts, I provide boring posts. Also, please note, you could have examined the melted stuff in the room to try and find something useful, or perhaps more information.

    The next door leads to a set of stairs. It's very, very hot on those stairs. You see a spark creature at the bottom of the stairs. It charges you. You are being attacked by:

    Holocaust ElementalRR
    Creature - Elemental R
    First strike, trample, haste
    3/1



    Kallum Yskin

    OOC: Famous candle makers who you just made up or is this a real thing?

    You pick a direction at random and start heading out along it. The cavern ceiling is a long ways above you, and the floor is gradually sloping down and further down. You walk on for what seems like hours before you see anything out of the ordinary. Up ahead, though the darkness, you catch a glint of gold.

    A little while later, and you're standing in front of a solid gold doorway, cleaved out of the rock. For all your expertise in the history of Destent, you do not know what this place is. Not just from a single door. It's clearly been crafted by earth elementals, however. If you try and open it, however, you find that it's far too heavy for you to budge.



    Macignus Reveris

    OOC: No need to apologize. I was just making certain you were aware.

    Your memory yields up another bit of info on this world: There are three intelligent races that inhabit Serrodalak: Merfolk, Trolls, and Aven. The Merfolk make their home beneath the waves, in houses woven into the roots of the trees. Trolls live a primitive life on the low, wide branches, well within distance of the water to fish. Avens live in the high branches and the canopy, taking more interest in the sky than anything else.

    If you search for a little while, you manage to spot two Merfolk villages close to the surface, a single Troll shantytown, but no Aven nests. You can feel your spell starting to weaken, however, and should soon land.



    Allisandae

    The human you dropped down onto seems a little scared of you, at first. Being paralyzed in terror qualifies as 'a little scared', right? Must be rather downtrodden, that even a little guy like yourself being confident will spook him. After a moment, however, he replies, "Uhm, well. This used to be a town. 'Posed to be the biggest town left on Hel'Ont: New Hel. All of our towns relied on it to get by. T'was full of scoundrels, thugs, thieves, and worse, but dey needed stuff from us, so we could rely on dem as dey relied on us."

    "Bah, don't need 'em, I say," a second fellow spoke up, "Some of dem thugs took our womenfolk without dowry. If they 'ad no food, dey'd strip our crops. Better to rely on each other than dem."

    "Barken, you forget. The vampires respected dem in New Hel, dark as it may be, and it drew in peddlers with seeds. Now the bloodsuckers will be at our door, wanting to get a meal out of us, and if not, we're gonna have to be real careful with food."

    "Should have more than enough wit' dem gone, I say. Now, how about you," Barken barked, turning to Allisandae, "where you from, missy?"

    Your time near the ruin of New Hel awards you B.



    Joran Harclay

    OOC: Oh, right, 1/30 it is. Also, it's one out of three. So you could use it on the first card you design after gaining it, and then you would have to wait two cards before using it again. Or you could use it on the third card you design after gaining it, then the fourth, but then the fifth and sixth would have to be full price, it becoming available again in the 7-8-9 cluster.

    It's a bit of a walk to the Brown Willow, and you have to stop for directions tree times. When you get there, though, you hear a loud band roaring from inside, which almost banishes the weariness from the day you've had. Stepping inside, dim, golden light engulfs you. The air is thick with some metallic-tasting pipe smoke and the smells of some kind of peanut-crusted meat being roasted slowly over a spit. Stepping up to the bar, you would like nothing more than to order a room and go to bed, but you have already caught several eyes catch on you and size you up. In a place like this, they likely already know you've got something good.

    Your head. Is aching as you gain UUURRR. Too much mana can be a bad thing. Might want to separate yourself from the matrix somehow.
    Posted in: Custom Card Contests and Games
  • posted a message on Destent : An MMORPCCCG
    OOC: Sorry everyone, but I will not be making my scheduled post tonight. It will be up some time tomorrow afternoon instead. I just need to get some sleep today.
    Posted in: Custom Card Contests and Games
  • posted a message on Destent : An MMORPCCCG
    Sutilith

    With the aid of your keen-sighted little friend, who you summoned a while ago to trigger your evolve, you forge ahead, searching for a way out. As your companion looks about for you, guiding you, you find that this is simply the beginning of an ancient, deep array of tunnels, and the only way to find a way out, is to explore them.

    So you set out, and walk for a long distance, though ice-cold, knee-deep water half the time and across patches of rampant fungus the rest of the time. The underground passageway continues on, forking and twisting constantly for several miles, leading you deeper and deeper into the underbelly of Hel'Ont, until, you are thoroughly lost. Then, oddly, you feel a breeze on your face, and the eye-creature informs you that you are standing on a giant stone platform overlooking a cavern which is at least two miles across and an indefinite distance deep.

    Your travels have award you 2.



    Ophelia Le Doux

    Challenge Rating - 18
    Knock Down a Door and Produce Mana
    Design: Whoa, okay, take Smelt, make it Crush, and a sorcery instead of an instant, but also turn around and turn it into one of the best rituals I've ever seen in exchange? Even if it's only to cast artifacts, it's still way too strong, and not only that, but if it's only for artifacts, why is it red mana instead of colorless? 2/10
    Flavor: Cool flavor, very literal, and the flavor translates well, and while I'm not counting off for it, it's [i][/], not [mana][/mana]. That was damn annoying to read. 10/10
    Polish: "to cast artifact spells" 4/5
    Overall Score: 16 (Failure, Mana Spent)

    OOC: You don't have enough red mana for the second spell, so I won't bother.

    You walk through the door. The room is also hot. There is melted metal stuff. Nothing else here.



    Ereld Nacul

    Retu Filba was clearly a very passionate man, judging from the way he writes, so verbose and thorough. He goes on at length about Fool's Willow, which is supposedly very magically heavy, ropes made out of it being as strong as chains against beings of pure magic, such as elementals. Corpse Grass is another of his favorites, with it's strange dichotomy between necromantic forces and healing magic. He also mentions Dry Algae, which, while completely useless as far as anyone has ever been able to discern, it is the rarest plant on any sphere ever mapped. You do read about the Uhumha Lotus, and how it is one of the rarer lotus breeds, but also one if the more powerful. You also notice a section on a plant named just "Thorn", which apparently is a very powerful reagent in transmutation.

    However, eventually, you must leave, and the librarian thinks on your request for some time, before replying, "Well, the map books are a very popular item amongst people organizing caravans, so I'll need to keep them on the shelf most of the day, but the rest of the texts could be left in here, and we can give you a temporary library-member card. How long will you be in Cellim-Del? A week? Good, good, we have a 1-week card. Just meet me at the front desk before you leave and we'll have you set up."

    Eshox, who has been enjoying his reading of a map book of the mountains surrounding Ma-Vershei, looks up after the librarian left, "I suppose I will meet you at the front gate tomorrow to help expedite your travels. What time should I be there?"

    After you figure out the fiddly bits and specifics of your return visits, you go back up to the caravan staging area, and as the flaming sphere sets on the horizon, find that Erudra has set out a meal for you: stuffed peppers and a glass of Ma-Vershei wine. You also see a couple new faces: A young Viashino boy, a teenage human girl, and a young Rhox. It's explained that these three were street rats from Cellim-Del, and might be interested in becoming civil mages of Asha-Ho. It looks to you like the Viashino and the human are more interested in the free meal.

    When you ask the Asha-Ho mages about the mages of Fa-Halloum and Ir-Ren, they reply simply, "Assassins and slaves. We are trying to go there as to prevent those young ones who are skilled in magic from being trapped into such terrible professions."



    Macignus Reveris

    OOC: Once again, it would be impossible to travel to the red sphere from here, as the bridge doesn't go to it. It just looked like it might have. Therefore, there is no choice to make, except between one bridge and the other.

    You careful drift forward and into the light of the bridge, and then, after a familiar disorientation, you find yourself in the other side, drifting in the air at the same altitude you were at on the other side, but now surrounded by leaves and very, very warm, the moist air cloying around you.

    You gain UG for traveling to a wet, forest sphere.

    Looking about, you realize, this is Serrodalak, judging from the ocean a long ways beneath you, lapping at the colossal tree trunks rising sheer from their waves, and suddenly, it occurs to you. There is one sphere you know that is entirely oceanic and only has bridges leading to other oceanic spheres: Ett.

    However… Ett was supposed to be halfway across Destent from your home sphere…



    Chesphon Mindtunneler

    OOC: That's good to know, as I was a tad concerned. Also yes, you can tap it, but I'll only allow you to tap it for mana once, thereby essentially making it a ritual, and thus follows the same rules.

    "I will seek you out when you return to Heliddern," and with that, Lodus heads back to the bridge that you came through. From there, it doesn't take you long to locate the caravan staging area: a wide spread of land hugging up against the walls of Fa-Halloum. The number of caravans stopping here are massive enough to turn just the place where they've placed their wagons and shops into an entire separate city. There doesn't seem to be any organization here, except for a board which lists the caravans currently in the staging area, and their immediate destinations. Some even have a note reading "looking for guard", but beyond that, it seems you have ask if you want specifics.

    After an hour of talking to people, you learn that, if you want in as a guard, you have to protect them against raids, which is considerably dangerous work, but you get free passage, food, and even a little extra gold for your trouble. If you want in as a passenger, however, you need to supply your own food and place to sleep. You find three caravans going to Foru-Foru and leaving today:

    • A caravan of about 25 Nezumi who are looking for a guard and offering 3 gold (really low).
    • A caravan of assorted races, 71 strong, not including children, who are looking for a guard at 12 gold pieces, but will be going a week and a half out of the way, via another city named Jun-Irkrat.
    • A caravan of 5 magi returning from some kind of pilgrimage. They clearly down need a guard, but would likely be excellent traveling companions. They seem friendly enough.



    Kallum Yksin

    Challenge Rating - 15
    Conjure Some Light
    Design: Hmmm. This hasn't really been done before, but, judging from Telepathy, this card should be okay, especially at rare. However, I am convinced that the untap ability is inelegant and does not add enough to the card to merit it being there. 7/10
    Flavor: Wish I knew who Trui-on was, but the flavor text is cute, despite the fact that it's not all too connected to the name. 7/10
    Polish: hers, ~ 3/5
    Overall Score: 17 (Success, Mana Spent, 2 exp gained)

    OOC: You now have light as much as you want for three more updates. However, you would gain the 3 after having made the candle, so you can't spend that on it. Also, you are currently in a large cavern which curves away in the distance in either direction.



    Ivan, Silverpaw Ledev

    OOC: I almost completely forgot about your reason for getting a job: money. You build up about 1 gold a week, 3 silver of which goes towards your food, leaving with 7 silver towards savings and general life expenses, so let's say 5 silver in saving. The semester is 15 weeks. You are 12 weeks into it, so you've manage to save 6 gold. You had paid 4 gold for the first semester at Dem Blaret's, so you have 12 gold overall right now, and will have to pay 4 gold again for the next semester, soon. You could be hunting for falcon mounts as you go about town. Then again, you could also shop for lion mounts, though the best of those are in Asha-Ho, and you don't have the time to travel there, as it's a month away.

    Meanwhile, back at the heterochromia moment, the man looked back to you, with a smile, "Well, wouldn't that be funny. Me jumping up in front of everyone's entertainment so I could talk to the lass. Nah, I know how things work. Name's Brahnen, by the way. May I ask yours?"

    Depending on if you would chat with him or not, he'd either continue with, "I've been traveling for a long time, here on Uhumha, but beauty like that girl is a rarity. Never saw anything like her, and I even once saw the virgin princess of Ma-Vershei. It was from a distance, mind, but I still saw her," or turn away and talk to the bartender instead.

    When Emille is finished, the man seems to be right there, talking with her, though you don't seem to recall him leaving his seat, and a moment later, to your immense surprise and confusion, she's actually heading towards the exit with the guy, not even having stopped by to say goodbye or hello to you.



    Shane Dæmonsbrood

    OOC: Really? Straight out. No going to another town and bragging about how you destroyed an entire city? Cause, believe me, destroying the entire city is a feat worth bragging about.

    You head to the bridge, leaving that old geezer down in the tunnels. With the familiar disorientation, you suddenly find yourself in a town you know well: Kalaq. Empty cobblestone streets lead away from the quiet bridge which doesn't get much to-and-from traffic at all. The buildings here are ancient, but well built, of marble and spell-tempered wood. They stink of blood, every single last one of them, however. It's night now, though, and the lampposts are lit, illuminating that, hanging from each one, is a bloody corpse.

    Kalaq is a civilized city… of Vampires. You recall that they can throw one hell of a party, but they're usually pretty stuck-up.

    You gain B(R/W) for traveling to Kalaq.



    Urion Calimenaliphorn

    Challenge Rating - 20
    Neutralize the Ore
    Design: This is new, thus I can't definitively judge it against a set margin, but I agree with almost everything on this card, except the "as long as it's not a creature" bit, as that makes it inelegant. However, very cool design. 8/10
    Flavor: I like the flavor, here. 10/10
    Polish: Good man. 5/5
    Overall Score: 23 -2: 21 (Success, Mana Spent, 2 exp gained)

    OOC: You spent W and got the permanent, which will last until you use it or for two more updates.

    After an elegant and creative use of mana on your part, a tone of silence fills the cavern, and the strange winds cease, leaving a lingering hum in the air from your craft, but nothing more. As you drift out into the cavern, you can even see the ore more clearly now. You can't seem to identify the type of ore it is, but you think you can see how it functioned:

    Rootstone of Substance 6
    Artifact R
    Creatures can't attack.
    The third of five, the Rootstone of Substance is the immovable.

    The fork in your hand is growing hot, as though it were struggling to keep the ore under control, however, and you quickly move on, for fear of it snapping under the pressure.

    Beyond, you find the "Ignore" cavern still in tact, but in complete darkness. It's a big cavern too, and you can't see the other side. However, you think you see a shadow move among the other shadows out there.

    Level-Up


    Set your exp to 0/30.

    Urion Calimenaliphorn, the Lost (U/B)(U/B)
    Creature - Bird Wizard
    Flying
    T: Look at the top three cards of your library and put then back in any order.
    1/1

    Urion Calimenaliphorn, the Surgeon UB
    Creature - Bird Wizard
    Flying
    U,T, Sacrifice a creature: Draw a card.
    B,T, Sacrifice a creature: Target player discards a card.
    1/1

    Urion Calimenaliphorn, the Silent 1(U/B)
    Creature - Bird Wizard
    Flying
    (U/B),T, Sacrifice a creature: Look at the top five cards of your library and put them back in any order.
    1/4

    Select a trait:

    • Keen Ear: You're always listening to what going on around you, and hear things that other players might not.
    • Riches: You gain 20 gold pieces.
    • Clever: You are always looking for new ways to approach a situation, and once every three cards you design that fail, can regain the mana you spent to cast them.
    • Steady Hand: Your hands are remarkably steady, and you can succeed at minor acts of sleight of hand without designing a card.
    • Planning: You know how to set things up so they will last, and all of your spell effects and permanents last an extra two updates longer.



    Joran Harclay

    Challenge Rating - 18
    Phase Through Solid Metal
    Design: Why is this an instant? When not during your turn, it's just 2 mana for +1/+0. It's not really worth it. Also, Teleportal says no. 5/10
    Flavor: Nice flavor. 10/10
    Polish: ", gains haste, and" 4/5
    Overall Score: 19 (Success, Mana Spent, 2 exp gained)

    It's a strange feeling, being immaterial, but it passes the instant you clear the metal walls of the tower, to see a stunning sunset on the horizon. Well then. Where to next?

    Level-Up


    Set your exp to 0/30.

    Joran Harclay, the Ghost 2
    Creature - Shapeshifter Rogue
    Changeling
    Joran Harclay, the Ghost is all colors.
    1/1

    Joran Harclay, the Wanderer 1U
    Creature - Shapeshifter Rogue
    2U: Joran Harclay, the Wanderer gains all abilities of target creature until end of turn.
    1/1

    Gutsy Joran Harclay UG
    Creature - Shapeshifter Rogue
    1: Joran Harclay becomes the creature type or types and color or colors of your choice until end of turn.
    2/3

    Select a trait:

    • Speed: You are fast, and get past certain difficulties relating to mobility easier than others.
    • Keen Ear: You're always listening to what going on around you, and hear things that other players might not.
    • Connections: You know people. It's just that simple.
    • Untrackable: You cannot be followed.
    • Improvisation: You can, once every three cards you design, pay 1 less to cast it.
    Posted in: Custom Card Contests and Games
  • posted a message on Destent : An MMORPCCCG
    Salve

    OOC: It's {2G} for (2/G), you've got just 2G.

    Lieru-O thinks for a little while before she replies, "Shrine? That implies a church. I've heard chants coming from that direction," she points to the left of the door, "Try that way first."

    So, you slowly slide the door open, small Myr and burnt… whatever Lieru-O is. Beyond the door is a hallway extending to your left and right, lit by molten steel flowing beneath a grate in the floor. Looking both ways, you don't see anyone, and quickly head out, tracking left.

    Up ahead you see a juncture, followed by two doors on the left of the half, and one on the right. Beyond that the hallway turns into a flight of stairs. However, as you're considering which way to go, you hear a snarl and a few footsteps from the right fork of that junction.

    Something is coming.

    You time in the castle has earned you another (B/R).



    Ophelia Le Doux

    Beyond the door is a hot room. Three doors like the first face you. One is left. One is right. One is straight ahead. None are locked.



    Svis Kyrie

    "Wait miss," Brahnen calls after you before you leave the shop, "there's not much out that way. Now, this ice is about a kilometer thick. Most of the town is in tunnels through it, including the greenhouses. If you want to find more that what you saw out there, there's an entrance to the tunnels in the back of my shop.

    Assuming you follow him to the door into the tunnels, he'll open it for you and allow you through, into the bone-chillingly cold pathway into the ice, "If you have any need for sausage, I'll be making some up in a few hours. Enjoy your stay at Telbi!"

    The ice steps beneath your feet feel sharp and steady, as though they've recently been recut. Makes sense, they likely have someone who recurs them every day. After you walk down what seems like several stories through the curving passage, you come out into a wide, spacious cavern, with slightly prouder homes and buildings standing along streets paved with wooden planks. Up ahead you see a glass dome which, while a little small for a greenhouse, must be it.

    Passing by a small shop labelled "Water Maps and Fishing Equipment", you pop your head into the warm shop and ask about jobs. The short man at the counter wears a pair of glasses and has a large, bushy beard. Looking curiously at you he says, "A traveler, eh? Well, I'd like it if you were to help us dig some tunnels out a ways further to the east. If we can secure that area I can add it to my maps and we might be able to harvest some of that strand algae that grows out there. Might make good salads. If not that, I could use an assistant," he adds with a wink.

    Once you get up to the dome, however, you find that it is not so small as you had figured at first glance. No, that small dome was just the tip of a colossal structure, thick with warm mist and towering trees, which you are currently looking down at the tops of. As you admire the glowing support beams that hold the structure up and supply light, a woman with burgundy hair steps up to you and ask, "Trying to figure out how to get in? Try that tunnel entrance over there. Be warned, though, it's a bit of a walk, and you might not want to be so warmly dressed."



    Kallum Yskin (& Shane Deamonsbrood?)

    You pick a path to your left, and begin to forge down it. It's primarily dirt, but after a while it dips down lower, and you're walking through what feels like shale chips and gravel, with a smooth stone wall to your right. It's pretty dark, and you need some light, or need to somehow not need light, before you can start making good time (design a card for that), but once you successfully manage to find your way, you find that you seem to be following a freshly made tunnel, likely made by a Wurm or something like it. It's too smooth and organic to be anything else, and the shale and gravel clearly must be it's leavings.

    After some time of walking, down, down, and further down, you come out into a long, natural cavern, extending in either direction and curving off one way in the distance. Fairly featureless, but you can feel some strange presence somewhere in it's depths.

    You gain 3.



    Chesphon Mindtunneler

    Challenge Rating - 16
    Make a Compass
    Design: Sringleaf Drum seems to suggest that this is about right, as this design doesn't already exist, and only green ever gets cmc 1 mana ramp anymore, I feel this may be a tad too good. Also, not going to take off for this, but this might have made a good common. 8/10
    Flavor: I like this. You don't need flavor text, as it explains itself. 10/10
    Polish: CARDNAME 4/5
    Overall Score: 23 (Success, Mana Spent, 2 exp gained)

    You flitter about the town for a little while, but some time you decide that this town doesn't have what you need, so, head to the edge of town, you announce that you think you should head to Foru-Foru. However, Lodus seems to have something to say to that, "Hold a moment, Chepson. It's a long way to Foru-Foru, and this sphere is Uhumha. Look straight ahead, you see all that scorchd rock and empty desert? The entire sphere is like that, and it's at least seven days to get there. I would be fine, being a machine, but you, you likely won't make it. You need supplies, and besides, around Fa-Halloum, bandits are everywhere. You wouldn't stand a chance if a band of them came up on you. You should look into the caravans tracking up to the city. Also, I have work to do back on Heliddern, I'm not about to leave it unattended to. You can go running off to wherever you want, but I will be back on the sphere trying to see if I can figure anything out by acting."

    OOC: Your posts seem curt and disinterested. You okay?



    Urion Calimenaliphorn

    Challenge Rating - 16
    Ward Yourself
    Design: Why does it return itself as part of the ability resolving instead of as the cost of the ability? I suppose it can give protection against a lot of different things in a turn, that way, but in that case, it makes me wonder why it returns itself to your hand at all. 4/10
    Flavor: Nice flavor. 10/10
    Polish: "sources" are "sources of damage". You gain protection from "spells or permanents". 4/5
    Overall Score: 18 (Success, Mana Spent, 2 exp gained)

    OOC: Go ahead and give your avatar flying. It was oversight on my part and he'll be gaining it in later levels anyways.

    As you prepare a little trinket of a spell, you hear the wind howl in the darkness far below. There is no light out there, so you have to grab a spell-light from the wall beside you to carry as you float out into the abyss, the conflicting winds buffeting you painfully.

    As you float there, you notice, far below, the hint of a lump of ore, seemingly just hanging in midair. If you try and get closer, however, the winds become too strong and you're forced away, and for some reason you feel as though your charm wouldn't last long enough to allow you all the way through, as the wind kicks up a long way away from the lump.

    You also see a few additional tunnels on the far side of the cavern, as you hang there. You're sure that one leads straight to the "Ignore" cavern.



    Sutilith

    Challenge Rating - 18
    Tunnel Your Way Out
    Design: Interesting. Definitely a rare, though, it's likely too good. On one hand, it can't get any creature, and you were wise to have avoided that, but on the other, there are a lot of very good 1-and-2 drops in the game, and this is four more copies of all of them. Dredge is in love, btw, as this spell just allows them to "oops the game". Also, microtext. 4/10
    Flavor: I don't quite understand what exactly is going on here. Well, I suppose I do, but, it's just not really "clicking" for me. 7/10
    Polish: "creature card". Also, that should all be one paragraph. 3/5
    Overall Score: 14 (Failure, Mana Spent)

    You try and conjure up a spell to help you dig your way out, but, it seems this place is too deep, and you can't seem to make any headway.



    Ereld Nacul

    Eshox considers you for a moment, blue flames dancing about him as he walks, before he replies, his voice a low rumble, "Of course, sir. Well, as you know, Asha-Ho has it's tattoos, while we in Cellim-Del all wear white robes, often with this symbol," he indicates a golden falcon surrounded by silver script at his shoulder. "Those in Ir-Ren mark their civil mages by clothing them in nothing more than iron bracelets, anklets, and loincloths. They treat their civil mages as slaves, and most of them are. In Fa-Halloum, the civil mage wears black cloaks and steel armor, often with shadow-crafted weapons in clear sight over their backs. To become a civil mage for Fa-Halloum, I hear, one must kill another civil mage of Fa-Halloum, or an assassin of equal skill. In Ma-Vershei, civil mages wear red bandanas, dyed in the same wines that they are so famous for. They often wear them secured about their brows or elbows. In Foru-Foru, the civil mage is marked, once more, by tattoos, but these are of scripts, not of plants, and they are always adding more lines to the words lining their bodies. Elder civil mages of Foru-Foru are said to have several books worth of words imprinted on their skin. In Jun-Irkrat, the civil mages do not mark themselves in any way other than a stone badge that they carry, and only show when they need to prove that they are indeed civil mages."

    After you ask the gnome librarian for the books, and confirm you're intending to look for lotuses, he grins, "Of course, sir, right this way, and it is prudent of you to research the plants before diving into the wilds to hunt them, as so many do. Now here, if you would please wait in this room with your escort I will bring you all the books we have on the subject."

    After a little while longer of waiting in the room and chatting with Eshox, the gnome returns, carrying a stack of books almost up to his chin, which he deposits onto the table, "There you are, Botany of Uhumha by Fenwi Di Opirun Kallas, Rare Flora of Dry Spheres by Retu Fibla, The Great Lotus by Doshin Bosh, A Practical Guide to Biomagic by Fas Htelbi, and other useful texts. I'll be right back with the map books," and so he was, this time an assistant carrying twice as many books as the gnome was. Quite a lot of text to go through.

    You're right, though, you are getting hungry.



    Allisandae

    OOC: So, do you just want a closer description of the sinkhole? Well, people are around the edge inspecting it, and you think you can see a hole in it leading deeper down. Also, he hasn't posted in two updates, but Shane Deamonsbrood should be hanging over it. Also, "Allisandae" makes me think "Alice" every time I read it.



    Joran Harclay

    The hydra, while a little burnt on the outside and raw in the middle, tastes delicious, and is very tender, almost like fish. You take a load off for a while, relaxing, but after some time, you find you can't see any way out, your enchantment is dying, the magic and the light flickering and dimming, but the proteum in your hand is practically burning your hand as it pours UURR into you.



    Macignus Reveris

    OOC: I suppose I wasn't clear enough. Each bridge only ever leads to one place on one other sphere. When I was saying that they could go to either one or the other, I meant that those spheres were close together, and you weren't sure which one the bridge connected to.

    Challenge Rating - 17
    Recall Info on Spheres
    Design: Blue Wild Guess? Balanced, sure, and good at common and as a sorcery, but not the most original design in the book. 8/10
    Flavor: I'm not sure I like the flavor here. It starts out well with the name, but then you get to the flavor text, which, out of context of Destent, is confusing. Worlds? Teachings? The only part that ties back into the name is the bit about his destiny. 5/10
    Polish: Good man. 5/5
    Overall Score: 18 (Success, Mana Spent, 2 exp gained)

    Hmmm… those red clouds. Wasn't there something about red clouds on the sphere of Halunko? Word had it that the sphere was dark, and deep, and had very little land to speak of, instead being a gigantic lattice of rock with those venomous, red vapors drifting about, throughout the world. It was very dangerous to go there without some spell to guard you, and the only way to do so at all was through a bridge on the sphere of Feen, a civilized, city world, which is not this sphere you're on, so, that first bridge must go to the jungle world.

    Speaking of that jungle world, there are dozens of jungle spheres across Destent, and most you can't tell apart, but you recall several names: Barunma (A sphere famous for it's xenophobic nantuko natives and wurms which bordered the Morkla cluster, a coalition of demonic worlds intent on melting all of Destent), Felvu (A sphere famous for it's eternally shifting terrain and it's deep reaches being a jungle of fungi. Felvu is famous for it's skilled cartographers), Serrodalak (An unusual sphere, as it's actually aquatic, but with trees and treefolk just growing straight out of the water, rooted at the ocean floor), and Prymyn (A mega-sphere, with trees nearly a kilometer tall and filled with lava instead of sap. Even the tiniest native squirrel on Prymyn is larger than a house).

    The Iron/Ice/Sand sphere is one you never heard of.

    The spinning-rock sphere is likely Kalt. A sphere where the only land are a few mountains covered in jungle and wind-swept grass, which are constantly hurtling around the sphere, through the wind around the lodestone, at the sphere's center. Insect creatures and drakes are supposed to be very common on Kalt.



    Ivan, Silverpaw Ledev

    OOC: Oh, they'd have to be different, I suppose. A cat is flexible, and would always just slip out and away if anyone tried to sit on them, regardless of how large the cat was. Horses can't bend like that, hence why we can ride them.

    Outto often debated with you on the merits of force and shock to disrupt a foe, as to make the battle easier, and as he convinces you to go out to a few game parlors across Cellim-Del, where he teaches you the rules of a few war games, and then handlily beats you with his patented form of brutality. After a few times trying, however, you get the hang of it, and try to teach him the merits of holding something back, but the two strategies seem to counterbalance each other, and you lose as many as you win.

    Meanwhile, at work, a few people from Fa-Halloum and Jun-Irkrat have been visiting Cellim-Del, allowing you to get a closer look at their mounts. Kayili helps you out one day with a particularly large lion, chatting as she does so, "Oh, look at this guy, silver coat, and so big! You really are a giant, aren't you?" and while her incessant talking can be a little irritating, you have to admit, this lion is a fine specimen. Seven feet tall at the shoulder, long, muscular legs, holding him tall and proud, except when on the hunt, when it would crouch down, spreading it's stance longwise and bounding forward much faster. His teeth were razor sharp, very well maintained, and his mane bushy and only slightly stained by the dusty winds on the journey. He was nothing compared to the lizards, however, who Kayili would not go near. Most lizards were brown or black, but these that had been visiting were actually red in coloration, bright red. Their weight was spread out to the side, unlike the lions, who's legs stood up beneath them. The lizard's stomachs and tails often dragged on the ground, but not these, who had been trained to be comfortable holding themselves up off the sand, therefore allowing for greater speed. Not the same kind of speed as a camel or horse, but still decent. The attraction to the lions seemed to be their ability to eat the opponent's mount or the opponent themselves, while those who went for lizards did so for their maneuverability. They couldn't move up and down very well, but side-to-side and turning, you couldn't ask for better.

    One night, towards the end of the semester, you were visiting the Sandsea, and while enjoying the sight of Emille dancing about back and forth, you catch the eye of another man enjoying the display of her skill as well. Easily six-and-a-half feet tall, sculpted, and clean-shaven, he notices your look and turns, and the first thing you notice is a strange deformity he has: the iris of one of his eyes is a deep, powerful green, while the other iris is a blue paler and brighter than even the whites surrounding it. Smiling, he speaks, "Now that, my friend, is a beautiful woman," he said, gesturing to the red-haired Emille, "Think I might go up and talk to her."
    Posted in: Custom Card Contests and Games
  • posted a message on Mexus: An MMORPCCCG
    Quote from GregarFalzar
    Jemals
    Challenge!
    Bend the laws of reality (20)
    Time Skip
    Design: This is what Final Fortune would look like if it were Blue. Laconic, reasonable design with adequate cost and resonant effect. 10/10
    Flavor: I'm going what you Skip is the part where you come back and go the other way? I understand you are pretty much editing time to synch something, but the name could've gone better, 8.5
    Finesse: You earn your 2 Finesse Points
    Final: 20.5 (Challenge Complete! You get 8 EXP, Study Spells nets you an additional 3 EXP)

    Impatient, and lusting for knowledge, you cut your future and stitch it with your present to create two different presents, experiencing two different possibilities

    (As a result of this time contortion, each you will earn individual mana. Additionally, XP you gain will be accumulated instead of awarded until your future gets back where it belongs and will be slightly reduced.)

    The Northen you heads to:

    Panfire Forest: A humid, hot jungle where big game and lithe hunters are abound. The Viashino from the Rockhot Summit respect the forest as a natural ground, a testament that wilderness trumps civilization. Thus, they are very eager to challenge explorers to defeat their hungry ecosystem.

    You can see the large rock upon which the reptilian civilization is build, but you will first need to traverse its obstacle course. The forest blesses you, granting you X(G/W)(R/G)

    It takes little time for the forest to take that back though, as a small creature challenges you from the trees:

    Spitfire Rootwalla 1GR
    Creature - Lizard
    When Spitfire Rootwalla becomes blocked, it deals damage to target creature blocking it equal to its power.
    1G: Spitfire Rootwalla gets +2/+2 until end of turn. Activate this ability only once each turn.
    1/1

    The creature is willing to assault you, but the dense foliage makes it difficult to properly engage. You are in a combat situation as a blocker, but all combat damage dealt by both parties is prevented

    The south-bound you heads to:

    Calming Nowhere: This golden plains is well known for being a paragon of still beauty. There is a single, slightly slanted pathway that walks into nowhere, only granting an unsullied view of both half and full sunsets.

    Add (2/W)

    The environment is soothing without a doubt, giving the future you a well deserve respite, but that's about it. Even after minutes of walk, you still draw a blank on what there is around this place, you can't even see the described lonely plant. However, as you traverse deeper in these so pure lands, you start to sense a strangling, growing presence, a continuous influx of strange magic. This irradiation grants you (U/B), but you have no idea where its coming from


    North


    Jemals went north, enjoying the scenery and poking every bush and tree he passed, looking for dimensiondynamic influential patterns in bark and nodal or bifracturing biostructures in the underbrush. Just having a wonderful time out in the real world. He grabbed a few winds and coaxed them to roam out a ways, pick up a few interesting smells, then bring them back to him. He got sulfur on the first go, apple pie on the second, and something he couldn't identify on the third. As he walked, he kept out a journal and a quill, taking note of everything and anything which might be useful or prudent to remember, and blazing through pages in the process.

    It was as his head was bent that he bumped into the lizard, unfortunately, but as he looked up and saw it staring back at him, he immediately knew what to do. All he needed was a little bit of a alchemetrical lensing to boost him up.

    Of course, with the unseemly pressure of combat, he wouldn't be able to do anything, so, with a wave of his hand and a whispered word, he attempted to pluck a lower string of reality:

    Dictum of Peace W
    Instant R
    End combat.
    Words are wind, and wind can stop people in their tracks.

    Or

    Absence of the Many W
    Instant R
    Exile each creature with converted mana cost 3 or less. Return them to the battlefield under their owner's control at the beginning of the next end step.
    "It's a strange thing to be alone."
    --Jemals Dagegen Verstand


    OR

    Empty Ward (2/W)
    Enchantment - Aura U
    Enchant white creature
    When Empty Ward enters the battlefield, choose two colors other than white.
    Enchanted creature has protection from the chosen colors.

    Spending the X on this, and supposing it works, Jemals will proceed with his alchemetrical lensing:

    Energy Bloom GR
    Instant C
    Add three mana in any combination of colors to your mana pool.
    "Pollen from one flower meets another flower, which then drops a seed. The seed then grows into a third flower. Where once were two plants, there are now three."
    -Jemals Dagegen Verstand


    Adding WUG to cast:

    Companionform GWU
    Enchantment - Aura R
    Enchant creature
    You control enchanted creature.
    Enchanted creature is a 1/1 Bird creature and has flying.
    "Here birdy!"
    -Jemals Dagegen Verstand


    Spending WUG on that, leaving him with 0.

    Content with his new companion alighting on his arm, the Gramarist will continue on his way.

    South


    It's quite as the alternate Jemals walks through the wastes. Not a strange silence, or a pressing one, just the comfortable void of sound in which a walking mind can analyze information long since swallowed whole. Presently, he was going over a paper on zephyltering leyline patterns which would result in higher concentrations of air elementals wandering around in their immediate vicinity. The logic was sound, except that he thought he had found a minor flaw, where the author assumed certain baseconduit genusculations and the condenetics of a newly formed air elemental would act in similar ways. It was only theoretical work, however, until someone found a zephyltering leyline pattern of the appropriate size and shape to either price or dis- what was that?

    Looking about in mild surprise and confusion, Jemals tries to find the source of the magical interference. It felt like a self-superiorational lexicollation, but for some visual evidence implied that it existed without kaliedomatic influences, which would be odd. Perhaps he was missing something. He would need to expand his gaze. So, as he continued walking, he shaped up a cognimachination pattern and started thinking about where that radiation might have come from:

    Cognitive Investment (G/U)
    Sorcery R
    You may choose a card you own from outside the game and put it into your library, third from the top. Exile Cognitive Investment.
    Many young warlocks learn to keep track of small thoughts, for they tend to… grow.

    Jemals Dagegen Verstand (W/U)
    Creature - Kor Gramarist
    You may cast nonland cards with converted mana cost of 1 or less as though as they had Flash
    1/1

    Gold: 10
    Inventory: Gramarie Robes
    Traits: Study Spells (You gain additional experience from successful non-combat challenges)
    Ills:
    Experience: 0/20
    North Mana: X
    South Mana: (2/W)
    Posted in: Custom Card Contests and Games
  • posted a message on Destent : An MMORPCCCG
    Svis Kyrie

    Stepping into the butcher's shop, you are affronted by the smell of entrails and grease, but at the same time feel the world around you get thankfully warmer. The cold is still palpable, pulling at you from the walls, but at least you could unwrap your face.

    "Be right with you," comes a voice from the other room, followed a moment later by a tall, sculpted man with a strange deformity: the iris of one of his eyes is a deep, powerful green, while the other iris is a blue paler and brighter than even the whites surrounding it. Curiously, he is clean shaven, an odd choice for someone living in such a bitterly cold place.

    Looking at you, he is a little surprised but greets you with a warm smile, extending his hand to shake yours, "Oh, a new face. Welcome to Telbi, miss, my name is Brahnen. You must be here about the jobs you heard about? That'll take some explaining, I'm afraid. I'm sure you noticed outside that it's getting pretty dark. Well, wouldn't expect you to know this, but this sphere goes through a cycle once every ten years. For the last three of that ten years, it's stuck in constant night, and we're in the last weeks before that comes.

    "The bridge you saw outside, it heads up to the sphere of Delpo-Tard. They sent us out here about six years back to develop a trading waypoint for the Dwarves across the ice. Only thing is, they never came. Word is, they got in bed with some Vampires, and they won't talk to anyone else. But, there's nothing else on this sphere of value except what those Dwarves have, so, take that away and Delpo-Tard doesn't want to fund us anymore. A lot of folk just up and hightailed it back through the bridge, but Delpo-Tard is so blasted bureaucratic. I reckon it'll be just as hard making a living from scratch there as it will to keep this living going. Besides I don't want to jump back to the place that sold us out. So me and everyone else still here are intending to stay. We need a few things squared away before we're safe, though. We can do some things ourselves, but not all of it, hence the call for help.

    "Right now, it looks like our stockpiles of food aren't going to last long enough, but all the small things have migrated to warmer waters. The only thing at the bottom of the ice anymore are sharks, leviathans, and worse. If you would hunt a few of them for us, we'd pay you as best we can. Also, we have a few greenhouses. But they're failing for some reason, and we'll need them for the long night ahead of us. There are a few small jobs that need doing as well, but you gotta ask people for each of their own."



    Sutilith

    OOC: So you rest, then summon the creature? Okay, you do so. You are now untapped with one -1/-1 counter remaining. Refer to my previous update for what happens if you indeed proceed to explore the tunnels. Also, your rest affords you BRG.



    Macignus Reveris

    OOC: True. Though, wait until you see the flip side.

    Challenge Rating - 16
    Fly
    Design: I do believe this ought to be balanced, a good common, and a good instant. Nice design. 10/10
    Flavor: Also very nice here. Though, why do you capitalize "Sun"? 9/10
    Polish:"against" in the name should be capitalized. 4/5
    Overall Score: 23 (Success, Mana Spent, 2 exp gained)

    As you quickly zip up to into the air, higher and higher, you slowly come to realize that, no matter where you look, you see only water. The bridges before you even touch down in the middle of the waves. The only method you could possibly have to discern where you are going, is by guessing which sphere in the sky each bridge leads to…

    Once your close enough to the two that were closest, each one within half a kilometer of the other, you can guess that the front bridge leads to either a jungle world or a strange sphere with clouds of red. The other, either goes to that same jungle sphere, a sphere of what appears to be iron, ice, and sand, or a sphere which appears to be mostly air with a few rocks spinning about in it.



    Ivan, Silverpaw Ledev

    OOC: Incorrect, actually, at the end of the encounter, he had a tapped Darklit Underground, a Puma in the graveyard, no cards in hand, and the Yeth Spirit, and you had just untapped. You would have needed to end your turn before the land would have untapped, allowing him to tap it and sacrifice the Yeth Spirit to return the Puma, presumably. You had almost won, which I suppose is a vote for me for making a situation seem scary, and a vote against me for not explaining well enough. Also, you go with the well-known field even though it's a low-level job, the pay is terrible, and it's only part time? Interesting, I perceive an obsession in this character.

    You visit the Eastern Stables later that day, interviewing with the grisly owner and easily landing the job. It's easy to set up a schedule with your classes, and while the work can be slow at times, you begin to get into a comfortable schedule and enjoy interacting with all the animals you get to tend to. Your two co-workers are also college students, between Kayili, a slightly tomboyish moonfolk girl in her late teens who is becoming an adept weather mage, and Outto, a young orc boy, who is going to the military college to help defend Cellim-Del in time of need. Kayili is very intelligent, and likes working with the lions and camels, but can be a little naive about the workings of the world, and will never deal with a lizard. She also has a tendency to follow you around and talk to you almost exclusively over Outto. Outto doesn't seem to mind, however, as he's always deep in thought. He'll gladly debate for hours on the superiority of one combat maneuver over another, and you will catch him with a schematic for a cluttered battlefield drawn out in the dirt at odd times. You make about 1 gold every week, 2 silver of which goes towards food, and 1 silver goes towards rent at the dormitories in college.

    Speaking of college, you are currently at the head of your class, with your previous experience in riding, but they are just going over basics in the class, and your instructor is seeing about skipping you ahead a few courses. There are loads of people in the class, however, the vast majority of which are rich kids whose parents insisted that, it they were going to learn to ride a falcon, they'd do it correctly. A quarter of the class dropped out after the first month.

    OOC: I'll need you to specify your habits, who you talk to, where you go, ect, for the first three months. You can invent favorite restaurants, parks, or game parlors you visit, if you like, or anyone out of your class who you have enjoyed the company of, or anything else of that caliber.



    Ereld Nacul

    OOC: I actually made that game up as I typed the post. I think it'd be fun, but would drag long, and deteriorate into repetitive situations too often, thus why I tossed in the surprise cards. It involves a lot of gambling and luck, as well as a bit of strategy.

    The first college you stop by is a towering construction of weathervanes and towers, with open-ceiling auditoriums as the classrooms, and one room whose walls are waterfalls enchanted to be as hard as wood. This is the wizarding college of Bar Heroim Gis Bon, mainly focused on weather control. It takes you a while to get in, but after some negotiation, they allow you to traverse the library with a Cellim-Del civil mage as an escort. Eshox, the civil mage, is a tall, broad flamekin with strange, blue flames, wearing a immaculate, white robe, which is Cellim-Del'a chosen mark of the civil mage. The library is not a particularly grandiose or wonderous location, but it is rather large, with row after brightly-lit row of well-kept books. As you and Eshox step up to the front desk, a wizened, old gnome looks up at you from a book he was reading, and smile, "Hello there. How may I be of service to you today?"



    Kallum Yskin & Shane Deamonsbrood

    OOC: I keep forgetting to hand out mana. You each earn BR for spending so much time underground. Also, a headsup, but if Kallum still wants to find another way out, he will be looking for a while, because the closest exit is miles away. There are storylines down in these tunnels, however, but unless Shane follows or Kallum changes his mind, this is the splitting of the 'group'.



    Chesphon Mindtunneler

    The shade scoffs at the word 'citizen', "I am the bridge warden, little fairy, not some passing drone. If you want an auramancer, though, we've got all sorts of mages around these parts, but if you need an expert and you're up for a little travel I'd say go to Foru-Foru. It's about a week north of here, though," and he cackles, his voice blistering your ears, "For more local far, though, try out Gallum Ge Iunos Dehfar's Shop, along the main road that way, or The Jubilation, a few streets over. Have a good day, now," he adds with another world-rending chuckle.

    If you go to check out the places, Gallum Ge's seems a little expensive, being a two-story building dripping in enchantments and made of the iconic, rare, black marble of this city. He'll likely know what he's talking about, though. The Jubilation is more of an open market than a shop, per se, with a dozen or so stalls set up inside building which is essentially just a large courtyard. Prices are cheaper here, but you are less likely to get discretion with whatever you bring to the table.

    As you fly, you're shocked to find a bounty of three shiny new gold pieces just laying on the roof of a building, as though someone thrown them up there. Gain 3 gold. (=$300)



    Urion Calimenaliphorn

    You depart the survivors calmly, heading back out into the tunnels, ducking under crystals jutting out of the walls and squeezing through a few incredibly tight places as you go. However, the next big surprise comes when, as you start turning around a bend, you find a cavern which was not on the map. Quite a large one, at that, considering you cannot see the other side or the ground. You're close to the "Ignore" cave, so, you guess that whatever caused this gaping wound in the world is what Guy was likely after. As you stand there, at the lip of what was once a tunnel, you feel scalding hot air gust around you, ruffling your feathers and singing one or two of them. A moment later, a breeze cold enough to create frost on your beak blows over you. Whatever is in this room, it's distinctly magical in nature.

    OOC: I feel like this is a short post, but eh. Also, feel free to PM me whatever. I'll find time to reply. It's just typing colossal update posts which is taxing.



    Ophelia Le Doux

    Challenge Rating - 18
    Withstand the Fire
    Design: There are a few red creatures with protection from red but no way for red to simply hand out protection from red all over the place. I like the idea, but it is currently without precedent. Beyond that, I think this is fine. Might want to make it an uncommon, but common should be fine. 7/10
    Flavor: Bland flavor, no real creativity in it, but it is there, at least. 7/10
    Polish: No "the". Also, typo in the flavor text, but I'll ignore that. 4.5/5
    Overall Score: 18.5 (Success, Mana Spent, 1 exp gained)

    With a clever little spin of magic, you turn the fire away from yourself.

    OOC: I recall you wanted to wander around outside the building after knocking down the door… if that is still the case, you do so until you decide to do something. If not, well, state your actual intentions, I'm bored.



    Salve

    Challenge Rating - 18
    Free Lieru-O
    Design: Neat. Turning Banishing Knack into a cycle. I could buy common, though, I think you're. Tad underpowered, what with the advent of Smelt, and Banishing Knack being a 1-mana Disperse. 8/10
    Flavor: Might have been better without the "violent deaths" but, as the card doesn't kill anything, it's entirely focused on the artifacts. Good flavor, however. 7/10
    Polish: Good man. 5/5
    Overall Score: 20 (Success, Mana Spent, 2 exp gained)

    With a quick motion you cleave through the chains, leaving Lieru-O with only manacles and a few links still attached to her wrists. At first, she seems nervous, unbelieving that she'll actually get to leave her spot beside the anvil after all these years, but then she all but runs to the forge you're standing beside, muttering as she goes, "Small, small, stilettos, dirks, rapiers, katars. No, too complex, something curved, be useful. Pass me that hammer? Thank you. Good metal. Need good metal. Nope, impure, nope, impure, nope impure, nope, too hot for too long, nope, impure, eh, close, nope, impure, nope, impure, close, close, this one is real good, oh, adamantium and orichalicum alloyed with steel? Might be interesting. Save that for later, though, when I have time to experiment. I'M GOING TO HAVE TIME TO EXPERIMENT?! Too loud, sorry. Uh, nope, impure, nope, impure, ah, here's the moneymaker. Pure, simple steel, no impurities. Give me an hour, I'll make something worth having."

    After 50 minutes of Lieru-O handling red-hot steel with her bare hands yet not reacting to it, and hammering incessantly at the metal, she dips the two weapons into an oil baths, and, after blowing the flames away, hands you a still red-hot knife, long like a stiletto, but curved like a scimitar, and with a strange rune engraved on the hilt, "I haven't put any runes on my metalwork since my h-home fell. Hope it still works the way it did back then."

    You gain a:

    Lieru-O's Kama: (2/W): You gain first strike until end of turn. (2/G): You get +2/+2 until end of turn. Active this ability only once each turn. (Value: 12 gold)



    Allisandae

    Challenge Rating - 15
    Play a Prank
    Design: I would have simply had it be "Choose a creature type. Creatures of that type don't untap during their controller's next untap step." Also seems a little powerful for it's cmc. 5/10
    Flavor: lol, very nice. 10/10
    Polish: "creature type". Forgot rarity. 3/5
    Overall Score: 18 (Success, Mana Spent, 1 exp gained)

    Off you zoom towards the towns in the marshy mushy gunk of the southeast, leaving a royal mess behind you at the bridge, and spotting several people about in the swamps, doing people stuff, which is likely boring. However, as you fly, you soon spot another bridge off in the distance, and, near it, a gigantic hole in the ground! It looks like it fell in recently, too. Oh, but wait, there's also a town off in the distance which seems to have brightly colored roofs! Also, you have a feeling that lots of people are up to mischief in those swamps and woods you can't see into.



    Joran Harclay

    OOC: You could have also produced a ritual and then a cmc 1 spell, and, if the hydra removed a head, you just use another mana to pay it off. But no, gimme more work, it's fine.

    Challenge Rating - 16
    Produce Mana
    Design: Infernal Plunge, but for artifacts? Brilliant. A great common for an artifact set as well. 10/10
    Flavor: Very nice flavor text, and brilliant use of a little gag I tossed your way, bravo. 10/10
    Polish: Good man. 5/5
    Overall Score: 25 (Success, Mana Spent, 2 exp gained, 1 bonus exp for perfect score)

    Challenge Rating - 19
    Destroy the Hydra
    Design: This is a very old mechanic for red to have, and I honestly don't think this really works in modern design. But I believe, if it did, it would be u common, and an instant. 4/10
    Flavor: Again, nice flavor. 10/10
    Polish: Good man. 5/5
    Overall Score: 19 (Success, Mana Spent, 1 exp gained)

    Challenge Rating - 19
    Destroy the Hydra
    Design: So, Brimstone Volley for Fateful Hour? Shock is pretty good, so, no real need to make it better by an entire Lightning Bolt when you're low on life. I'd say this is highly undercosted, even as an uncommon. 5/10
    Flavor: Nice flavor text, once again. 10/10
    Polish: Good man. 5/5
    Overall Score: 20 (Success, Mana Spent, 2 exp gained)

    Challenge Rating - 17
    Pump Self
    Design: An interesting variant on Furious Resistance. A tiny bit less able to outright kill a creature, however, but increased overall damage capacity. 10/10
    Flavor: Nice flavor, all-in-all. 10/10
    Polish: Good man. 5/5
    Overall Score: 25 (Success, Mana Spent, 2 exp gained, 1 bonus exp from perfect score)

    With a quick barrage of heat and fire and destruction, you counteract the beast's attack, and no matter how many heads it allows to burst into our mana to cloud you, your wall of fire keeps pushing it back, until all that remains is a pile of hydra barbecue on the desk you saw earlier.

    OOC: Short post, tired of typing. Do what you will do from here. Room is the same. I thought I had given you more mana than that.
    Posted in: Custom Card Contests and Games
  • posted a message on Destent : An MMORPCCCG
    Svis Kyrie (W/U)
    Creature - Kor Knight
    W,T: You gain 2 life.
    U,T: Target creature gets -1/-0 until end of turn.
    1/1

    Gold: 0
    Inventory: Clothes
    Abilities:
    Traits: Survivor
    Experience: 0/20
    Mana:(W/U)(W/U)(W/U)(W/U)

    The sun dips low on the horizon as you wander into the edge of this barren town. This place, Telbi, a small Human fishing town constructed on a mile-thick later of ice, is bitterly cold year round. The ice flats stretch away from this place as far as the eye can see in all directions, unbroken by any feature other than the man walking about, his clothing bundle close about him, the buildings hunched low, and the bridge, just a little ways up ahead.

    You had heard that the people out here were looking for someone to do a job or two for them. Stepping into the center of town, you can see a single-story pub, a butcher's shop, an apothecary, and a dozen fish stalls. No one has made contact with you yet, but you can understand. In this place, you don't want to take off your face coverings unless you have to.

    So, where to? There is still that bridge up ahead, you could leave town and just head for it. Or the pub. Then again there is the apothecary and the butcher shop. The owners of those establishments might be more knowledgable than drunks and bartenders.



    Ereld Nacul

    You wander over to a table with five people and the dealer and explain your curiosity, getting a few raised eyebrows from the participants. An elf bartender listening off to the side waves you over when you're finished, however, whispering, "I can explain to you, sir. No need to interrupt their game."

    So, presumably you go to stand with him as he explains, "Have you ever heard of Three Stars, sir? It's the game the men in this room are mostly playing. It's played with a fourty five card deck with three suits and 15 cards to a suit. The suits are Star, Skull, and Feather. The two different kinds of cards are numbered, with 1 through 10, and faced cards, the face cards are, in ascending order of traditional value, the Lion, the Traveler, the Witch, the Knight, and the Dragon. So you can have the 7 of Skulls or the Feather Lion.

    "In Three Stars, each player is dealt a three card hand. Then, each player chooses one to play, one to hide, and one to keep. Each player then simultaneously reveals their played card while putting their hidden card forward, face-down beside it. Then each player chooses another player at the table who they want to face-off against, and each player then reveals their hidden card. If you faced-off against a player, you compare your played card against their hidden card, and if yours has the higher value, you take their played card and set it in your score pile. If the cards are of equal value or their hidden card is higher, you add your entire score pile back into the deck. If multiple people are facing-off against a single player, then all who failed to beat their hidden card shuffle their score pile back into the deck, and the rest compete to see who gets the score card, with the one with the highest played card taking it. If two or more are tied for highest, then whoever has the highest hidden card between them takes the card. If there is another tie there, then they reveal their kept card, and whoever has the highest takes the card. If this is yet another tie, then nothing happens, and the player who they were facing off against does not lose their card. After all played cards have been put into the respective score piles, all cards not kept or in score piles are shuffled back into the deck and two new card are dealt to each hand, with the kept card making up the third.

    "The goal of the game is to acquire a full set of any one value of cards. For example, if you have the 1 of Stars, Skulls, and Feathers, you win right there. If two people would win at the same time, the one with the higher set of cards win. Naturally, no one ever wins with a set of Dragons. Now, that's the basics. On to the special cases:

    "If you have a Dragon as your played card and as your hidden card, you automatically take the played card of whoever you challenged as well as their entire score pile. However, you are only dealt back a single card next round, making it so you don't have a kept card for the rest of the game.

    "If you play a 1, you cannot be challenged except by people who played Knights, Dragons, or the Star Lion.

    "If you had a hidden 1, and you are challenged by a player who played a face card other than the Star Lion, they are treated as having lost, and you can select a single card from their score pile to add to your score pile before the rest are added back to the deck.

    "If both your hidden card and your played card are of the same suit and within 1 of each other, such as the Skull Lion and the Skull Traveler, and you would take a played card, you take both the hidden card and the played card instead.

    "If you played a Witch, were challenged and beaten by another player, then you cannot add any cards to your score pile that round.

    "If you hid a Witch and would take a card from another player, you may take either their played card or a card from their score pile.

    "Feather Lion automatically beats all hidden face cards except Lion and Dragon.

    "Skull Lion is treated as a Traveler against hidden Lions.

    "If you would take a card with a Traveler as your hidden card, you may instead add your own kept card or the Traveler itself to your score pile."

    After he is finished, he takes a sip of water, before explaining the wager system, "Each table has a set bet. You had just walked up to the 1 silver table. At the beginning of each game, you must put down coin equal to the set bet, and then the winner of the game takes all coins added to the pool. There's the 3 silver table, the 1 gold table, and, in the next room, a few 10 gold or 100 gold tables, but those are for honored patrons."



    Macignus Reveris

    Looking about the boat quickly, you find no oar or any means to propel yourself forward. In fact, there is nothing in the blat at all but a few curved, small, sharp ribs and a bit of dried snake skin which had been under you as you slept. For some reason, this entire canoe is coated in dry tar. Looking about, you are not in sight of land, just water to the horizon, though the two bridges straight ahead of you seem the closest.



    Ophelia Le Doux

    Challenge Rating - 16
    Break Down the Door
    Design: Should be finely balanced, and likely fine as an uncommon as well. However, I do not understand why the token enters the battlefield tapped. 8/10
    Flavor: The flavor here is decent, if poorly executed, considering eruptions and reclamation are usually not driving towards the same goal. 8/10
    Polish: noncreature, Saproling, creature token. 2/5
    Overall Score: 18 (Success, Mana Spent, 2 exp gained)

    After a long day of hammering at that door, you finally worm a few creepers into the hinges of the door and rip it from it's frame by a newly formed plant-creature. However, no sooner is the way open, than the heat you felt beyond the door floods out in a gust of smog and flame. You are now facing off against:

    Spark Wave 1R
    Instant U
    Spark Wave deals 1 damage to each creature you don't control, then 2 damage to each white or blue creature you don't control.
    "It's like a thousand static shocks, and believe, that is not a pleasant thing to feel."
    -Tewo Lin, knight exemplar


    The wave of heat also floods you with RR.



    Urion Calimenaliphorn

    OOC: Sure, but you would need at least 5 gp worth to conduct any successful experiments. As to your ability, I have yet to really put a set value on what card draw/discard or deck manipulation does, but if you were to use it now, I'd simply transalte it into you figuring out some secret information. So, if you're at a lost for what to do next in story, and need some guidance, you could make a card draw spell and I'd explain to you some likely prudent actions to take or paths to follow. Also BROBDINGNAGIAN POST IS BROBDINGNAGIAN.

    Challenge Rating - 17
    Heal Survivor
    Design: Halfway between Shielded Passage and Brace for Impact. I have to say, I think this is balanced, and I could buy it as a common as well. 10/10
    Flavor: Seems pretty fool proof, then why is the flavor text saying "should". You had a nice prophylaxis theme going with the name, why didn't you explain that further in the flavor text? Also, you forgot the quotee's name. 3/10
    Polish: Good man. 5/5
    Overall Score: 18 -1: 17 (Success, Mana Spent, 1 exp gained)

    Challenge Rating - 17
    Heal Survivor
    Design: So, the creature gets +1/+2? That second ability only makes sense the way it is if it were 1 damage from each source, or all of a particular type of damage. Also, Riot Gear says this is too cheap. Riot Gear is not a good card, by any means, but I still think this should cost at least 1. Also, havibg difficulty buying common on this one. 4/10
    Flavor: This time I can get the "should" bit. However, you forewent the quotee's name. 9/10
    Polish: Good man. 5/5
    Overall Score: 18 -1: 17 (Success, Mana Spent, 1 exp gained)

    Challenge Rating - 17
    Heal Survivor
    Design: Red putting a +1/+1 counter on any target creature is unorthodox, at best, but I can buy it. Nice design overall. On one side, a red Battlegrowth. On the other, a Gutshot. 10/10
    Flavor: Nice. I like it, but you forgot the quotee's name. 9/10
    Polish: Good man. 5/5
    Overall Score: 24 -1: 23 (Success, Mana Spent, 2 exp gained)

    Challenge Rating - 17
    Heal Survivor
    Design: The closest thing I can find to this is General's Kabuto, but I believe the removal of the creature from combat justifies the drastic decrease in cost. Though, that raises the question: If it can't attack or block, why doesn't the equipment just prevent all noncombat damage? Also, the removal of activated abilities is a bit too far, I think. Uncommon is good. 5/10
    Flavor: Nice, I like it, but, again, no quotee's name. 9/10
    Polish: Good man. 5/5
    Overall Score: 19 -1: 18 (Success, Mana Spent, 2 exp gained)

    After a long time working in blood, sweat, and fire, the air in the cavern is beginning to get to you, with how it's muggy and hot, not to mention the mana sinking into you from the ore all around, giving you a splitting headache and 2W(W/U) at the same time. Though, as you stand there, looking for the next patient, you realize that all of the ones in real danger have either been saved, are beyond your current means to help, or are dead. Wetloo, standing there, and recognizing that you've done a good job here, and likely saved several lives, pulls you asside to answer a few of your questions.

    After you've spoken, he'll think for a moment, then reply, "Well, first off, Guy, while polite and all, is a bit selfish. As in, 'I don't think he would have stayed behind to save anyone' selfish. He's likely out of the mines if he's anywhere. Second, in that part of the mines, I don't think anything special was down there. There weren't even people mining those tunnels until recently. A couple of new crews moved in. Actually, I think Guy was on one of those crews. Third, Guy is fast. I'd be surprised if he wasn't one of the first ones out of the main shaft, he's so speedy. Last, that's the area of the tunnels where most of the proteum was mined. All the devastation has likely made it unstable, so half of us are just waiting for a rock to settle in the wrong way and we get another wave of cave-ins. Though, if someone could crystallize it while it's like this, they'd save a lot of people."



    Allisandae

    OOC: Forgot to mention, you gain B for traveling to a mainly B-aligned sphere.

    You stir a good while later to a dim light from a sphere in the sky peeking through the smog-filled air and tangled branches all around you. Looking about, you can see the world a bit better. Around the bridge the hooded men are busy eating some bright red sausage and something that looks like fried snake. The guards from that water sphere seem to have retreated back through. Something must have changed.

    Assuming you fly up into the sky to get a better look at the world around you, you find that you can see where the paths go, now. The southwest seems to go through wilderness, towards some low-slung mountains halfway hidden in fog, while the southeastern path seems to be heading towards a few tiny, muddy towns, and the north path looks to be going towards deeper forest, with what you think might be patches manicured grounds interspersed among the trees. Might want to make a choice, as all the guards have to do is look up to spot you. What would be the fun in that?

    Your rest for the evening grants you BBG



    Salve

    Lieru-o looks a little scared at the prospect of using the forge again, but nods, "Yes, yes. Wh-what would you like me to make today? Sword? Shield? Armor? Oh, wait, Salve," her voice fumbles with the new word, having likely only spoken necessities for who knows how long. She pauses for a moment, seemingly afraid to say what she's about to say, "B-break my chains. I can't leave here still tethered to this place."



    Kallum Yskin & Shane Deamonsbrood

    OOC: Sure, if Kallum will spend his last 2 mana on that, I'm cool with it.

    Challenge Rating - 16
    Fly Up
    Design: Shimmering Wings tells me that this should be fine. Nice design, all-in-all, really snazzy, and uncommon is correct. 10/10
    Flavor: The flavor here is not particularly evocative, but it does what it does fairly well. 8/10
    Polish: ~ and the activated ability should target 3/5
    Overall Score: 21 (Success, Mana Spent, 2 exp gained)

    Shane conjures a pair of ethereal wings which help him to take off, back towards the surface. As he looks about, he sees that his spell took out the entire town of New Hel, not just part of it, and the Sinkhole that replaced it stretches for miles. If he looks closely enough he can make out a few people on the edge of it trying to see what is resting at the depths. They haven't spotted you yet, thankfully. There's also still the bridge you care here through, in the distance, though perhaps you ought to find a new bridge, to a new sphere, as you know there is nothing special on the other side of that pillar of light.



    Ivan, Silverpaw Ledev

    OOC: Too bad. Was the challenge too difficult? You could have somehow neutralized the land or exiled the puma from the graveyard in response to it's ability. Or was it too involved? At least you got a fair bit of exp out of it.

    Challenge Rating - 15
    Withdraw
    Design: Amazingly, this design does not yet exist. Should be fine at common, and while not incredibly game-impacting, it's balanced. 10/10
    Flavor: Flavor text sounds a bit like a quote, but I like this in it's simplicity that gets the mind filling in the blanks too much to penalize you for that. 10/10
    Polish: Good man. 5/5
    Overall Score: 25 (Success, Mana Spent, 2 exp gained, 1 bonus exp gained for perfect score)

    The shopkeeper quickly opens the door as you bang on it, emitting you into the stairwell just before the creature launched another attack, "Damned beast! Can't root the thing out! Oh, don't feel bad you couldn't finish it off, son. You're the third who tried. It's a pest if there ever was one. Second boy who walked in there came out with some bloody claw-marks across his back. Clothes were ruined. Still in the infirmary I hear. Now now, might I interest you in some lovely cotton bolts before you head out? What's that? Don't work with cloth? Too bad, it's good stuff--" he'll keep on going for a while. Might as well just slip out.

    Returning to the job posting around town, you start looking for part-time and full-time jobs. The most promising ones are as follows:

    • Barkeep needed at The Complex. Must pass truth spell, have good personal skills, and enjoy meditative music. 1 silver an hour. Full time.
    • Waiter needed at The Complex. Must have good personal skills, good balance, and be accepting of indecency. 8 copper an hour. Part time.
    • Bouncer needed at The Complex. Must have good personal skills and advanced combat skills. 2 silver an hour. Full time.
    • Stablehand needed at Eastern Stables. Job involves handling and washing of camels, lions, and lizards (no falcons). 6 copper an hour. Part time.
    • Assistant Forgeworker needed at Cutting Edge. Must have tolerance for heat and strong back muscles. Training with be provided. 1 silver, 7 copper an hour. Part time.
    • Salesman needed at The Herbiary. Must have good personal skills and experience with plants. 6 copper an hour. Full time.
    • Gardener needed at The Herbiary. Must have advanced experience with plants. 1 silver an hour. Full time.



    Chesphon Mindtunneler

    Stepping through the gold-and-silver pillar of light, you feel a familiar rush and disorientation, before resurfacing into the stifling heat and blinding brightness of Fa-Halloum's central courtyard. Looking about, you see the city of tombs, an array of hundreds of towering pyramids rising up behind the city, their black marble building blocks roasting in the sun. Just before the bridge is a shade, his dark form deepening in the blazing light, clothed in shimmering steel armor and carrying a blade like a slice of midnight across his back. He nods to you and gives a sharp smile, "Welcome to Fa-Halloum, travelers. Do you need directions?"

    You gain 2 for traveling to a desert sphere.

    OOC: Lodus is currently an ally. If you get him to rely and trust in you completely, he won't stop scowling, but he will come under your control.



    Sutilith

    Challenge Rating - 16
    Allow Yourself to Heal
    Design: Why doesn't this end at end of turn? Beyond that, pretty nice design, and I feel it would even be good at common. 7/10
    Flavor: Very nice. 10/10
    Polish: "Draw a card" should be on a line by itself. 4/5
    Overall Score: 21 (Success, Mana Spent, 2 exp gained)

    Challenge Rating - 16
    Summon a Companion
    Design: Vedalken Heretic was never a very strong card, but giving it +1/+1 and an unrelated ability does not help that, it just makes the card inelegant. 6/10
    Flavor: That flavor text would be pretty good on an instant or sorcery that grants you information somehow, but on a creature it just seems out of place. It would have been better saying something like "Nothing is truly hidden from it". Good concept, though, even if the mechanics are disjointed. 6/10
    Polish: "your opponents control" 4/5
    Overall Score: 16 (Success, Mana Spent, 1 exp gained)

    OOC: You are currently a tapped 2/2. You will need to lie down and rest for a prolonged amount of time before you untap and become a 1/1, so the evolve does not trigger. You will have evolve (and your summoned creature) for a few updates still, though.

    With the aid of your keen-sighted little friend, you discern that you are at the bottom of a deep cavern, and the only ways out of here are to fly straight up, or to plunge deeper ahead.

    Assuming you forge ahead, considering you're out of mana, and this is the beginning of an interesting little path that you stand on, you will walk for a long distance, though ice-cold, knee-deep water half the time and across patches of rampant fungus in others. Your companion acting as your eyes describes the crystal formations and ores that you pass beside, and you almost wish that you could see them yourself. If you had emotion, that is. The underground passageway continues downhill for several miles, leading you deeper and deeper into the underbelly of Hel'Ont, until, strangely, you feel a breeze on your face, and the eye-creature you have summoned informs you that you are standing on a giant stone platform overlooking a cavern which is at least two miles across and an indefinite distance deep.





    Joran Harclay

    Challenge Rating - 18
    Destroy the "Fish"
    Design: You have a flaw in the design. State-based effects don't kick in until after the spell has completed all parts of it's text, thus, the 1 damage would never do anything and the creature would simply be returned to it's owner's hand. 2-mana Unsummon is not good. 3/10
    Flavor: Cute flavor, though a little stock. 8/10
    Polish: Aether Shot -> Void Shot 4/5
    Overall Score: 15 (Failure, Mana Spent)

    You turn and are about to fire off a spell at your stalker, but suddenly become speechless, the spell falling from your lips, unfinished, as you see what stands before you.

    Three flat heads, each the size of a shark and with at least twice as many teeth, stare down at you, eyes glowing with green energy and necks twisting like colossal eels. You can't see the body, just the heads have risen up from the water, and, as you watch, dumbstruck, they all seem to strike at once.

    You are being attacked by a 3/3:

    Yeoto Hydra XGU
    Creature - Fish Hydra M
    Islandwalk
    Yeoto Hydra enters the battlefield with X +1/+1 counters on it.
    Remove a +1/+1 counter from Yeoto Hydra: Counter target spell unless it's controller pays 1.
    0/0

    Meanwhile, the device now in your hand is scalding your hand with raw mana, and you gain (U/R).
    Posted in: Custom Card Contests and Games
  • posted a message on Mexus: An MMORPCCCG
    Quote from GregarFalzar
    ((What's with you and eye-squinting names?))

    Jemals Dagegen Verstand (W/U)
    Creature - Kor Gramarie
    You may cast nonland cards with converted mana cost of 1 or less as though as they had Flash
    1/1
    Gold: 10
    Inventory: Gramarie Robes
    Traits: Study Spells (You gain additional experience from successful non-combat challenges)
    Ills:
    Experience: 0/20
    Mana: (U/W)(U/W)(U/W)(U/W)
    You can still see the island in the sky, your past afloat above an oft drenched wasteland. With exploration in mind, you see the golden horizon in front of you, still visible even without the aerial vantage granted by the floating island. Pantheopolis is the hub of most knowledge and divine magics, but it is certainly not where an educated scholar would go.

    You remember being given instructions by an old friend, about certain landmarks that you might be interested in. The Rockhill Summit is a very feisty place that can be found by trekking north, with fire-driven spectacles visible even from the lofty sky lighting up every night as the tribal Viashino practice their lively rituals. Another peculiar direction you were told was to go south, and just keep going until you find the lonely tree. If you gazed south, you couldn't even see a single tree in the horizon from that direction. You were told that this would be the case, and you should just walk there if you wanted to meet high standards of knowledge and fevered intellectual arguments.

    East, West, and anything in between are unknown lands as far as your immediate knowledge goes, but you can always look there and find more options.


    OOC: The names are simply German words.

    Jemals faced a descision. Travel north, to the Rockhill Sumit, where complex rituals and intense magical displays were performed nightly, or south, to the Lonely Tree, where he would see subtler but far deeper changes and acts of magic in a quiet local. Facing north, all the spells being tossed around would provide ample oppurtunity for him to test his hypothesis on conflagutechture and lexicollations, not to mention plenty of uncontrolled magical acts to examine. Facing south, would it not be best to begin a journey with a slightly larger repertoire of principals at his disposal? The sound of the Lonely Tree was that it would be a place of deep scholarly conversations, but would likely center pretty exclusively on geollaborations, dimensiodynamics, and condenetics, which, excluding dimensiodynamics, were topics that gravely bored him.

    Turning back to the north, going to Rockhill Sumit would be going to a new culture, which would bring danger of social misunderstandings, which might lead to danger of dismemberment, if the rumors about Viashino were true. Turning south, there was the promise of exploring regions of Gramarie as-of-yet incomplete.

    Turning north, he would have great access to dense magical interactions.

    Turning south, he would have access to deep natural principals of the world.

    North, south, north, south, north, south, north, sou-- "Ah screw it."

    The Kor man sat down in the sand and began crafting runes all about him, rearranging magical paths in the immediate world so that spacial reasoning and temporal reasoning would blur together slightly after a slight magical charge is applied. After he was content with that, he performed a simple summoning spell, which, due to his preparations, summoned across time instead of space.

    Time Skip 2UU
    Sorcery R
    Take an extra turn after this one. Skip your next turn after that one.
    "I'll be coming back here eventually. Might as well come back to this exact moment as well as location."
    -Jemals Dagegen Verstand


    Two Jemalses now looked at each other in the middle of the wasteland. With a smile and a wave, one went north, while the other went south.

    Jemals Dagegen Verstand (W/U)
    Creature - Kor Gramarist
    You may cast nonland cards with converted mana cost of 1 or less as though as they had Flash
    1/1

    Gold: 10
    Inventory: Gramarie Robes
    Traits: Study Spells (You gain additional experience from successful non-combat challenges)
    Ills:
    Experience: 0/20
    Mana: 0
    Posted in: Custom Card Contests and Games
  • posted a message on [MMOCCCRPG] Discussion Thread
    I'm trying out something new with this encounter. Yes, your creature is permanent while the encounter proceeds. Also, you have 4 life to spend, or (P/W)(P/W) if you want to use phybrids. I also forgot to include it, but when your round started, you gained W. If you want to run, then you can do that, the shopkeeper is at the door.

    As for lands, I've specifically outlawed them until late levels, as it would then be too easy to gain arbitrary large amounts of mana: just design five lands.

    Also, I seem to have a shrinking player base. Is anything wrong?
    Posted in: Custom Card Contests and Games
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