Utilize this thread to keep track of all your race's information, cards, and lore.
Please use no more than ONE post here; Use the edit button to add/remove information.
This is good because it allows you to keep all your information in one place.
It would also be a smart idea to keep a link to your post in your signature so that people can check it when they're reviewing your carsd for more information on your race.
I. Race Name
II. Team Name
III. Race Info (What you posted in the signup) IV. Additional Lore (story behind your race/cards)
V. Cards (post all the cards for your race in chronology of rounds)
Information Color(s): BUG and generally monocolored, w/ the exception of Masks (Masks can be in any color/multicolored/colorless)
Description: The Orgs are a race of primal, ancient humanoids that have existed for long periods of civilization, though they have remained as tribal and as under civilized as ever. All Orgs derive power through mystical Masks (mechanically colored artifacts), which give them certain bonuses.
The Orgs are split into three tribes:
Green Vaelorgs: Vaelorgs are able to utilize green mana, and to a lesser extent, white and red mana. They are primarily shamanistic, and prefer to attack with magic and long range weaponry. They utilize masks to increase their shamanistic powers and/or command animals.
Blue Aquorgs: Aquorgs derive power from blue mana, and can also use white and black mana. They are the most advanced breed of the Org race. They have metal weapons and their masks increase the power of these weapons.
Black Xenorgs: Xenorgs are the least advanced and the most animalistic of the Orgs. They preform voodoo rituals through black mana, though they can use red and blue mana as well. Their masks allow them to summon spirits and demons, or may boost their own strength through dark measures.
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Physical Description:
Pictured are the Vaelorgs and the Aquorgs. The Xenorgs are also similar in appearance, but are more hunched and have longer fangs.
Introducing Master Morak - the representative of my race of Orgs.
*Note that clothing and weaponry does differ greatly between the three different 'species' of Orgs.
Vaelorgs (the green ones) primarily draw from Asian themes in terms of attire and architecture. Their armor is made out of wood, and some scavenged metals that are recrafted with harmonic magic. Aquorgs are reminiscent of Medival Europe, while Xenorgs draw from the Native American and African tribes.
The symbol featured on Master Morak's tabard is the symbol of the Vaelorgs. All Orgs traditionally display their 'species' symbol somewhere on their attire, and it is often emblazoned on their weaponry.
Note the Mask that Morak is also wielding.
Culture/Beliefs:
Vaelorgs worship nature and have numerous gods.
Aquorgs worship one god, Posidis, a violent kraken like leviathan.
Xenorgs worship an unnamed and satanic spirit.
Additional Information:(Optional) The other two colors of orgs have become extinct, though the artifacts and masks they created still remain today.
Note: While there are vaelorgs, aquorgs, and xenorgs, all such creatures will fall under the "Creature - Org" typeline.
Mechanics: They derive power from masks ( a new artifact subtype).
• -color- Masked (When you cast ~, you may reveal a -color- mask from your hand and pay its cost. If you do, ~ enters the battlefield with that mask attached to it.)
• A rule of the Mask subtype is that you can only have ONE MASK on a creature at a time. If you equip a mask to a creature, you remove all other masks on it.
------------------------- More on masks
@Void Nothing: Yes, the Orgs are a BUG tribe in that all the extant Orgs are blue, black, and green. You will never find an extant Org aside from those colors. However - the masks that they carry can be of any color.
Part of this is due to the fact that masks are not confined to a certain tribe - i.e. vaelorgs will wear masks that are made by other orgs, and vice versa. In fact, according to the lore, one of the most important economic connections in the plot is the booming mask trade between the Aquorgs and the Vaelorgs, and to a lesser extent, with the Xenorgs.
It is also because there are two other, extinct colors of Orgs. The Volcorgs (:symr:) and Glenorgs (:symw:) fought a great war that resulted in the mutual extinction of both parties. However, their relics, and their techniques used to craft their masks, have been left behind and adopted by the other tribes.
So you will see masks of all colors. Perhaps even multi-colored/colorless masks. The Orgs themselves, however, will remain mono-colored and confined to BUG.
Lore [quote]There are two fabled masks left behind by the original creators of the Plane. One is said to be gold and has the ability to create, while the other is said to be clear and has the ability to destroy.
The Volcorgs and Glenorgs (Red and White) are extinct due to a massive war.
Cards
Round 1
Treetop Maskmaker
Creature - Org C
When treetop maskmaker enters the battlefield, you may reveal the top card of your library. If it is a forest or a green mask, put it into your hand.
1/1 As with all Orgs, mask making serves the Vaelorgs both practical purposes, and serves as a hobby.
Aquorg Temple Guard :symu::symu:
Creature - Org C
White Masked (When you cast Aquorg Temple Guard, you may reveal a white mask from your hand and pay its cost. If you do, Aquorg Temple Guard enters the battlefield with that mask attached to it.)
Aquorg Temple Guard gets +0/+1 for each card in your hand.
1/0 "The knowledge of our tribe is sacred. We shall never let it into your wretched grasp."
Edit: What we should do is just include the links to the teams' discussion threads to the Magic Wars discussion thread. If each team is good with keeping up with its links, the exact same effect is achieved, but without making a new thread.
I like this idea, but I don't the mods would really like it. I'll add my stuff later, after I'm done writing my paper. I was planning to do a hall of fame topic, though.
Description: Lisandarians, known to most as "Lisans", are a semi-aquatic race of humanoids with octopus-like lower-bodies.
Physical Description: Lisandarians are near-humanoid; the upper portion of their body looks (mostly) human. However, instead of two legs like humans, Lisans have a number of snake-like tentacles (the exact number depends on the Lisan in question - they can range from one to more than a squid, although most are at either end (ie. one or a lot)) which they use to move around. They are often covered in a slimy liquid which they use to make it easier for them to slither around. Although they have these extra appendages, most Lisans you will meet will look normal to you - as a powerful spellcasting race, they are capable of temporarily disguise their form. Usually, this is done non-maliciously, as a way to not scare the people they live around and work with.
Most Lisans are slightly shorter than humans, as their tentacles are not large enough to push them above the height advantage legs bring. When they transform, they are usually the same height.
Culture/Beliefs:There are two main 'factions' in Lisandarians:
- The UG Lunarians believe that Lisandarians must work with others and become a valued member of the world around them. There are a large number of scientists within the Lunarian society, all who aim to benefit the world in some way and improve on nature without being too intrusive (ie. not like the Simic). Many merchants and politician Lisans are also aligned with this faction, causing many non-Lisans to like them. Common classes among them are Advisors and Wizards
- The BG Donarians have a much closer link to nature than the Lunarians, as they live among it. Donarians believe that true Lisandarians should live away from the hustle and bustle of city life. They live in small settlements in swamps and wild woods far from the rest of the plane's inhabitants. Furthermore, they distrust all forms of technology and live savage lives. They believe the natural would believe should be left as it is - they act as guardians, in a way, of the nature around them. Common classes among them are Shamans and Druids
Lisandarians, being knowledge-motivated peoples, are uninterested in warfare and the chaos it brings, preferring instead to live and research (well, the Lunarians, at least). They are mostly peaceful, although they are able to fight quite well if necessary. Lunarians are magic-based while the Donarians fight with tooth and claw.
Additional Info: Lisans have no night vision. They are completely blind at night, meaning they are surprisingly dependent on fire and heated light, especially for a semi-aquatic race. While the city Lisans have the use of non-fire based light, the Donarians, considered 'backwards' by the rest of the Lisans, have no such luxury.
The cards will contain the creature type "Lisan" (mostly to save space), although they may be referred to otherwise in names and flavour text.
The closest thing to a one-'legged' Lisandarian would be a Lamia (one of the Final Fantasy variants) or Coiling Oracle without the reeallly long tail. A multi-'legged' Lisan would be somewhat closer to Sheoldred if she had tentacles instead of a creepy spider thing.
MorphX (You may cast this card as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
With the ability to transform and assume normal shapes, the ability to fit in with everything else as a completely uninteresting 2/2 fits the Lisandarians - well, the Lunarians and Sinarians, at least - perfectly. Lunarians try to experiment with their transformations to see if they can be made better (ie. when turned up effects), Donarians are more simplistic and just have Morph as an alternate way to cast their dudes.
Proliferate (You choose any number of permanents and/or players with counters on them, then give each another counter of a kind already there.)
The Lisans are a very knowledge-based race - most important, of course, the Lunarian scientists, who use proliferate. However, unlike the original, Phyrexian source of this mechanic, Lunarian scientists combine Proliferate with all manner of fun counters, and +1/+1 counters (which is a small-ish theme among all Lisandarians)
The Donarians, as they hate techy new things, have no specific mechanic to call their own. However, they do have a strong 'natural' theme, which includes artifact/enchantment hate and graveyard/battlefield manipulation. Specifically, they believe in reincarnation and rebirth.
There is a little bit of use of +1/+1 counters, mostly through the use of Lunarian's proliferate. However, each faction has their own special way to play with +1/+1 counters.
All of them, due to their natural links (although the Donarians have this more) get ReplenishX (Sacrifice this permanent: Add X to your mana pool.)
Description: A leech-like species that feeds on brain tissue (as well as other tissue) and pure mana, growing into more complex organisms as they feed.
Larva: Larval grubblins resemble large grey maggots (approximately a foot long). They lack eyes and instead have a series of mana sensing pits along their sides and serving as eyes. They have a complex lamprey-like mouth at the end of a retractable proboscis. Larval grubblins have only a low cunning and no real intelligence, so they are basically little crawling stomachs. However, the more they feed (and depending on who/what they are feeding on) they can become very smart very fast. They also have extremely elastic skin, so they can gorge themselves to immobility and swell up to 3 times their original size. This skin also allows them to purposely inflate themselves and float, letting down their mouth as a trailing tentacle. Young larva use this technique in order to travel to new territory, similar to parachuting spiders. When a grubblin pops, it can let loose all of the energy it has recently fed upon. Grubblins reproduce asexually, are born pregnant and lay eggs as soon as they have absorbed enough energy.
Mature Grubblins: One a grubblin has built up enough energy, it grows a bone structure (like a tadpole growing arms and legs). It's form depends largely on what it has eaten. A grubblin who has eaten mostly flesh will typically grow into a larger and more physical form, while a grubblin who has consumed excess mana or brain flesh will be delicate, but smarter and more skilled in "magic" (more on this later). However, their forms are really only imitations. A grubblin can grow into many forms, or just keep feeding, never develop further and simply growing into a huge maggot. These are called 'Boneworms' and are mindless feeding machines. A humanoid grubblin will only stand about 5 feet tall at the maximum, and will usually be pretty hunched over and have a vestigial tail. Grubblins usually grow mouths on the palms of their hands (or at the ends of their various... appendages). The mouths located on their heads are still their main way of absorbing nutrients however, and the mouth can stretch to accommodate large meals or the entire head of a victim. When they do this, they bore into the skull with a series of complex tongues. Grubblins also have a series of inflatable bladders on their bodies where they store energy.
No one is really sure where the grubblins came from. Some say the mad wizard Sik created them (After the first wave of the infestation, the hermit wizard's castle was found to be overrun by a huge squirm that has since been revealed as Osedax's). Others say that a visiting planeswalker brought one along and left it. They began appearing on the plane of Aetan about 140 years ago, and at first were thought of as mostly harmless nuisances. The diminutive name 'grubblin' was given to them because the mature members of the race look similar to the goblins of the plane's native folklore. For a little while, their imitations of human speech and form were viewed as hilarious, and the stupider mature grubblins were paraded about on leashes in harlequin garb. The race soon grew out of control however.
Grubblins are jealous of their victims' forms, and constantly try to imitate them. They are even more jealous of spellcasters, as grubblins themselves cannot use magic on their own. However, they can absorb mana, and even specific spells from their victims and victims' brains (live or dead). They can then store these in their 'spellsacs', a series of inflatable bladders running down their backs. Grubblins choose their leaders based on their intelligence (translated: number of brains eaten). Grubblins can absorb energy from one another, although it is considered a major faux pas, so they tend to distrust one another and form small groups, or 'squirms'. They usually inhabit old abandoned towns, but they must constantly find flesh to lay eggs in. To do this, they create giant cemetery nests.
As far as their language goes, it is very simple syntax-wise, almost a collage of other languages of the plane. Vocabulary however can be very complex because grubblins like adding more and more onto words in order to add more meaning (a bit like german). Pronunciation is also almost impossible for a non-grubblin because of grubblins' highly evolved and sophisticated tongues.
Their religion is also a bit of a hodgepodge affair, and also not very important in their "culture". They believe the sun is a giant ball of mana, and they also believe that there is a second, inner sun under the crust of the plane. This inner sun is the one they worship, and some believe there is a way to tunnel down to it and tap into its infinite mana.
Notable Grubblins:
-The most revered Grubblin is Osedax, an ancient member of their species. He resembles an eight foot tall human and itis rumored that he is the first of their race. He is a powerful grubblin spellcaster and can devour spells even as they are cast. One of the few grubblins that is totally fluent in other languages.
-Urbilix, the Motherlord is a grubblin that is the most prolific reproducer of the race. She keeps a large squirm composed entirely of her own offspring and prefers to consume only pregnant beings.
-Annelixid is a grubblin that has grown to an enormous size. It prefers to float almost constantly (which is unusual because mature grubblins tend to not float as well) and when inflated, is about 160 feet long (about the size of a football field). When it approaches the ground it lets down dozens of mouth-ended tentacles.
-Xixiss is one of Osedax's offspring who has gained the ability to imitate other forms almost perfectly. He is unusual because he is very close to the other members of his squirm and has taught them his secrets.
Flying - Grubblins can inflate themselves. The larva inflate their entire bodies, while more mature grubblins only inflate individual bladders (their spellsacs). Trample - These guys can get beefy when they only absorb flesh and muscle. Also, Boneworms are pretty large. Mindleech (Whenever this creature deals damage to a player, that player puts that many cards from the top of his or her library into his or her graveyard.) - A new mechanic representing the grubblins penchant for feeding off of intelligence and brain stuff. Token Production - A definite theme considering how much the grubblins reproduce. The tokens used will be 1/1 black Grubblin creature tokens with Mindleech. Using Graveyards - Grubblins use graveyards as resources. The eat dead things, cast dead spells. They make sure graveyards are kept full with milling effects.
So I'm using a new race/this is the new race that I am using.
RGUEmesmaaUGR Overview:
A single branch twitches and that's all the warning you get. Four pale green eyes glinting at you from the darkness then everything becomes darkness. The Emesmaa are everywhere and nowhere, shadows passing through the trees and claws passing through unsuspecting flesh. No race surpasses them in the art of the ambush. And to the Emesmaa ambush is an art. They are the ultimate predators, exceptionally adaptable, supernaturally deadly and, above all else, quiet.
The Emesmaa's uncanny intelligence is housed within deceptively bestial frame. At first glace the Emesmaa appear to be large cats, akin in coloration to leopards but much larger. Their bodies are typically about seven to eight feet long with a two to three foot tail. They can weight upwards of 400lbs. Closer inspection reveals several key difference between Emesmaa and the big cats they seem to so closely resemble.
Foremost is their skin. Where other felines are covered with fur the Emesmaa are sheathed in scales. These scales are generally patterned with orange, white and black in various combinations of patches, stripes and spots. Though those are their default configurations, with a mere thought, any Emesmaa above the age of two can change the color of their scales to any hue or combination of hues hey desire. As they age the maximum possible complexity of their color patterns increases to the point where the elders of the pride weave stories using upon very skin. The practical applications of this ability when stalking prey are obvious.
Another difference is their eyes, or specifically, their number of them. Emesmaa have four eyes of a watery green color. The eyes are set fairly close, though the forward pair faces towards the front and is set slightly lower than the other set. This configuration gives the Emesmaa an almost three hundred and sixty degree field of vision. In addition to having near all around vision, Emesmaa have several membranes that they can pass across their eyes allowing them to perceive light in different spectrums. Among their available spectrums are multichromatic, monochromatic, infrared, ultraviolet and thaumaturgic (they can see flows, build-ups and absence of mana). In the absence of membranes extended over their eyes the Emesmaa see only motion and the young, before they have developed their membranes, must be zealously protected because of this vulnerability. Each membrane brings out a different shade of their eyes. Without membranes their eyes are, as mentioned above a watery green, when seeing in color their eyes appear a faintly glowing white. When they are seeing in black and white their eyes turn an opaque shade of black. The ultraviolet and infrared membranes both cause their eyes to glow a brilliant shade of green so it is infrequently used for stalking.
Their other minor difference is an increased muscularity to their frames which is used to deliver decisive swipes of their heavy paws. These paws are longer than those of traditional big cats but no broader and have more articulated fingers as well as longer sharper claws. Indeed special scales can be extended on the Emesmaa's pads positioned in such a way that they sharpen the claws as they are extended and retracted. It is not an uncommon activity for an Emesmaa to spend hours basking in the sun self-sharpening its claws however the loud scraping sound this produces makes it only usable in an area where the Emesmaa feels unthreatened. The Emesmaa's mouth's are also elongated and possess two sets of fangs, one interior and one exterior. Working in concert, these fangs create huge wounds that are very hard to heal. The tails of the Emesmaa are long and tipped with a small barb that, if propelled with enough forces, can actually pierce through the bodies of small creatures making for an easy snack.
The lifecycle of the Emesmaa follows specific stages related to what cog within the predatory machine is currently developing. When an Emesmaa first hatches out of its egg along with its liter mate, Emesmaa are always twins, it is a virtually blind, scaleless, sticky ball of meat. In the first three days the Emesmaa is totally defenseless and remain hidden with its nest-mates while the mother and father take turns bringing food for the hatchlings, the father taking the greater proportion of the hunts while the mother gives the hatchlings milk. After the first three days, the baby's muscles are developed enough for them to move on their own and they begin to explore the nest area, requiring an even greater level of supervision than before. During the first five weeks one parent will take two to three day shifts while the other hunts and makes sure the territory is secure. After the first week scales begin to develop on the babies and by the end of the fifth week they are fully scaled. At this time they are also large and coordinated enough to kill raccoons, opossums or other creatures equivalent to their own size. At this point the parent's vigilance slacks and the liter is left alone for ever increasing periods of time since they now know to hide when predators are about. By the end of the sixth week they have developed both the multichromatic and monochromatic eye-membranes and are about a fourth of the size that they will eventually reach. This point marks the end of their most rapid period of growth. After the first six weeks they take two years to grow to their full size. At just over two years old they have all of their predator advantages however their intelligence at this point is close to that of a twelve year old human and their scales can only perform the most basic of color changes. From that point forward the Emesmaa does not physically change but grows arithmetically more intelligent and in skill and complexity with pigmentation manipulation. At around eleven years old the Emesmaa is considered a full adult and will usually live to be close to forty years old with little appreciable decrease in strength or speed until the last few years of life.
The Emesmaa organize themselves in Prides of ten to twenty individuals. Each Pride belongs loosely to a Tribe of five to eight Prides that only calls itself together in times of great duress. Prides are usually equal numbers of males and females. The Prides each control a Walk within the Tribe's Prowl and they police it aggressively. Walks can be up to a hundred miles in radius depending on the strength of the Pride that controls it but Walks with a radius greater than forty miles are rare.
The Prides' Walks are centered, though they are not often in the geographic center of the Walk, around a Lair which is generally a well hidden resting place for the elders and the sick. Prides will camp at various places around the edges of their Walk, making a loop roughly every three days, then spend a day, or more depending on the length of their absence, in Lair taking care of the Elders before leaving to hunt again.
When Emesmaa hunt, although they do travel with their Pride, it is usually alone or with a mate. The stalking of prey is one of the greatest joys in Emesmaa life and creative ambushes, traps and kills are the source of endless stories among the feline creatures. Lazy days are spent lying in the sun dreaming about the finer points of hunting, inventing ever more elaborate ways to take advantage of the element of surprise. Though the Emesmaa are large and heavy creatures they are can reach incredible speeds, climb the tallest of trees and leap to heights of up to thirty feet giving them incredible flexibility in their tactics.
Fertility, and hence "mating season," for the Emesmaa occurs once every three years. Time in between those periods is not dry and sexless they simply are not for producing offspring. When the courtship period starts males display colors for females from the highest perch in the mating-tree they can reach. Reaching and maintaining a high place in the mating-tree is a very difficult affair as those below are endless trying to replace those above who are already preoccupied with color displays.
Once mated a pair will stay together for the duration of time that it takes to raise children even if they grow to intensely dislike each other. After the two years of child-rearing are completed the couple is officially dissolved however, if they develop strong bonds, they may seek each other out next time that mating season occurs.
When new offspring cause the Pride to grow too large there are two options. The first is to split and let the youngest members and a few of the elders venture out to carve out their own Walks and perhaps even join a different Tribe. When this occurs those leaving for a new place wear the Crest of the Migrators which is a large splotch of red on their foreheads. Emesmaa too young to manage this crest are not eligible to leave the Pride. Emesmaa with the Crest of the Migrator passing through other Tribe's and Pride's territory are to be given safe passage. Though it may seem that warring Emesmaa would exploit this custom it is recognized that honoring the mark is for the good of all and its sanctity is one of the few that remain so when the Emesmaa go to war.
That is the other option for Emesmaa Prides when they grow overburdened with bodies: war. They may forcibly take the territory of nearby Emesmaa if there is no open ground nearby. When this occurs the Pride will usually call for the support of their tribe and then attack. When the Pride whose territory is to be taken realizes they are under attack they also call for the support of their Tribe, and more frequently get it than those calling for support in attack.
War among the Emesmaa is not a pretty business, although it is very quiet. Massive ambushes and traps. Direct conflict also occurs, with young hunters tearing at each other's scales while elders invoke the powers of the ancestors from a distance. When two Tribes of Emesmaa fight the result is often devastating, sometimes one Tribe is even wiped out altogether. On the whole Emesmaa do not resort to war unless it is absolutely necessary. Some put the reason for this as compassion, other say that it is because they do not wish their own tribe to weaken. Cynics suggest that it is because most Emesmaa dislike hunting prey as intelligent as they are.
Emesmaa can be found in almost any environ. Though they are though to have originated in jungles there are mountainous varieties of Emesmaa whose natural skin tones blend in with rocks. These Emesmaa are more feral and territorial than the other varieties being almost entirely solitary creatures, quick to anger and impossible to calm. Oddly enough Emesmaa are also found in cliffside caves. All Emesmaa are consummate swimmers but the cliffside Emesmaa take this to a whole new level and spend most of their waking hours diving for fish. These Emesmaa are much more societal than either the mountainous or the forest dwelling Emesmaa as the small amount of living space versus the much larger amount of hunting space forces them into closer proximity.
The Emesmaa practice ancestor worship. The fasten totems and fetishes from the claws, teeth, scales and bones of their forebears to wear on the hunt or into battle. By channeling mana through these items they can create powerful incarnation that serve to either protect themselves or devastate their enemies.
Emesmaa life is based off of enjoyment, in a way very reminiscent of other cats. If an Emesmaa will not enjoy an activity it is likely that it will not be done. Fortunately the Emesmaa like nothing better than hunting in creative ways and caring for their young the best that they are able. As with all sentient species, individual Emesmaa have varying interests and passions but ultimately they all love creativity and the hunt.
Emesmaa believe that the spirit of a body lives on with its remains and the greatest insult to the dead is to bury them. Instead they attach bits of their ancestors to themselves so that the ancestors may continue to live and experience through their descendants. Even the oblivion that burning a corpse brings is preferable, in the Emesmaa's mind, to be encased in dirt forever. Generally it is an Elder's job to make talismans from the dead.
Emesmaa have very little in the way of architecture, instead preferring to use caves, make burrows or use the trees for their dwelling places. In the case of Lairs usually the ancestor spirits are called upon to create a suitable dwelling for those who may soon be joining them. Emesmaa art, though prolific, is usually crude and vaguely disgusting to those who are sensitive to wearing dead people.
Ambushes-not encapsulated in a single keyword, ambushes are generally shown by the mechanics of first strike, flash, haste and hexproof. Which all appear with great regularity upon Emesmaa cards. Ancestor Worship- Ancestor worship generally indicates Totem Armor. Emesmaa believe that the spirits of their ancestors can literally possess them and add their own ethereal strength to the physical Emesmaa's empirical power. The Emesmaa Spirit creature type exists to show more concrete presentation of the ancestors and the Evoke mechanic often shows up on these cards. Traps- Emesmaa like nothing better than watching a foe dangle helplessly from a noose of his or her own devising. They are also very good at making this happen. Traps make a heavy return with the four-eyed stalkers. Stalk- Stalk showcases the Emesmaa’s ability to remain totally undetected when they wish it. A stalking Emesmaa is not often a passive a watcher however. When they are preparing for the fatal strike, Emesmaa like to hamper, harass and harm their prey in small ways. Written, Stalk (number)-(cost) (At the beginning of each upkeep, if this creature is untapped, you may pay (cost), if you do, exile this creature with (number) time counters stalking target creature. At the beginning of each upkeep remove a time counter from this creature, if you cannot or if stalked creature leaves the battlefield return this creature to play tapped.) Forecast- If the stalk mechanic shows how the Emesmaa hunt when their prey know that they are being targeted then forecast shows what happens when one unexpectedly strays into an Emesmaa’s hunting ground. The slow revealing of the full extent to which their hapless prey is trapped is also considered an art form among the four-eyed stalkers. Forecasting an Emesmaa symbolizes a glimpse of prismatic scales and a small taste of the trouble that lurks in the future.
Description: The Soltec are an extremely ancient race of ethereal beings who have transcended the need for a body and now exist in the world in their “essential form”, a soul. However, they are unable to move about freely in this form without dying, and thus, they created effigy constructs out of stone which they attach themselves to and control. They worship the sun and their ultimate goal in life is to become immortal.
In their “essential form”, a Soltec is a bright, constantly moving and shifting being which glows with the colours that it is associated with. However, a Soltec cannot remain in this essential form for long, as the laws of nature begin to drain away its power and send it along to the “Beyond”. This is why the Soltec contain themselves within Effats, grey, stone effigies that they are able to control and manipulate to their needs which resemble their old, humanlike selves. Each Effat is constructed differently for each Soltec depending on their preferences, though the common design for the majority of the Soltec is a head, four arms, a torso, two legs and a “Solcore”, a container within the chest of the Effat where the soul of the Soltec controls the Effat, which is visible from the outside. There are many other variations of this pattern, however. Blue Soltecs, for instance, often have more than four hands on their Effat and sometimes give their Effats wings or levitation spells, all attempts to increase the reach and effectiveness of their Effats. Green Soltecs mimic creatures from nature, while red Soltecs incorporate elemental elements (fire, lava) into their bodies to express their individuality and passion.
The easiest way to distinguish one Soltec from another is the expression carved into their head. The Effats are statues, after all, and though the Soltec can detach the body parts of the Effat they control (to some extent), they can’t bend stone and can’t express themselves in their face naturally like a human can. Each body part is connected to each other body part using the bonds the essential form creates. The “elbow” of a red Soltec, for example, would appear to be a line of red “fire” connecting the arm to the forearm (which themselves are connected to the torso and hand, respectively, with more strands of “fire”). Soltecs generally wear robes of golden cloth around the bottom of their torso, representing their devotion to the sun, though they can wear more clothes than that, particularly those higher up in rank.
The Soltec live on a tropical, volcanic island named the Isle D’Azaz. They lived their for eons until they eventually transcended their bodily forms into this spiritual one. They have expanded the size of their island considerably; they have raised and created land from the sea to connect to the island, and have created stone structures that extend way out to sea. The island is populated with stone buildings where they live, research, and fight, and all buildings surround the temple in the center of the island called the Hall of the Beyond. The Hall is where the most powerful, influential, and intelligent of all Soltec reside and make decisions for their people.
Currently, there is a conflict of interests between the GR-aligned (Vreka) Soltecs and the U-aligned (Avaza) Soltecs. The Vreka say that the race’s evolution is not yet complete, and they must continue developing their abilities in their ethereal forms so that they can break free of the bonds they were forced to put upon themselves to remain on the world and become, essentially, soulgods. The Avaza, however, argue that their research has concluded that there is nowhere left for the race to evolve, and that they must instead discover ways to improve their Effats to match their essential forms. Here is the list of the different colour-aligned Soltecs (each one is called a “Division”), their purpose, beliefs and ideas, and their stance on the conflict. (Note that a mono-G Soltec could be a part of the mono-G Division OR the GU OR the GR OR the RUG. Likewise, a GR Soltec could have aspects of the mono-G Division within it, but still be a GR Division card. Pay attention to the name and flavour text of the card to figure out which Division a card is from, which will help you understand the card better as a result.)
Colour – Name – Nickname - Information
G– Gaza Division - (GD) – The Gaza are the gardeners of the Soltec. With their nature magic, they speed up the growth of plants in the wilds of the Isle D'Azaz and strengthen them, providing resources for the Soltec people. They center around growth and attempt to mimic nature in the forms of their Effats. When it comes to the VD-AD conflict, the Gaza are primarily of the side of the Vreka. The Gaza see the Effats as unnatural and that ascending to an even higher essential form is the only path that instinctively makes sense.
R– Croza Division - (CD) – The Croza are the stoneworkers of the Soltec. They mine stone and minerals from the Vishi Volcano and use it to construct the basic resources used to create Effat. They are destructive, both to their others and their selves, and use elemental aspects (lava, fire) in their Effat design, with artistically crude formations. The Croza are pretty much 100% supporting the Vreka. The freedom and passion involved in releasing your soul into the world in a permanent form is far too appealing to them.
U– Avaza Division - (AD) – The Avaza are the researchers of the Soltec. They examine aspects of their race and other races to discover new ways to improve their lifestyle and learn more things about the nature of their universe and the Beyond, which they do in the basements of the Hall of Beyond in the Avaza Research Hall. They typically deal with sifting through card (draw-discard), copying things and manipulating things. They are obviously on the Avaza side of the conflict, seeing as they are the Avaza. All their research has shown that the possibility of the Soltec moving on to a higher ethereal form is impossible.
GR – Vreka Divison - (VD) – The Vreka are the warriors of the Soltec. They pride themselves on their strength and power and battle each other in the Corda Colosseum, a popular entertainment center of the Soltec. They typically deal in power-matters, increasing their powers, and imprinting their souls on people beyond death. Obviously, they side with themselves in the Acaza-Vreka debate. The Vreka are rather spiritual and instintcually know that there must be something beyond what they are - and in any case, the Effats are almost unbearable to them, and even death would be better than restricting yourself into something so unnatural.
GU– Xyka Division - (X D) – The Xyka are the engineers of the Soltec. Their main job is the improvement of both the Effats and of the buildings and mechanisms the Soltecs have been constructed. They improve creatures, permanents, and often have rather defensive and protective cards. They are, for the most part, siding with the Avaza. The improvement of the Effat is their job, and changing that objective to improving the soul is a loss of progress and unneeded when Effats are much more powerful and "real" to them.
UR– Trinka Division - (TD) – The Trinka are the artists of the Soltec. They are the ones who carve the faces into Effats, produce them for the population, and create works of art to decorate the Isle D'Azaz. They deal with the manipulation of artifacts and creating 1/1 tokens, as well as copying things. They are mostly divided between the two sides - some think that the improvement of the soul is a perfect expression of artistic beauty, while other sees the solidity of the Effats and have their own artistic ideas to them.
RUG– Kazatec Division - (KD) – The Kazatec are the leaders of the Soltec. They reside in the Hall of the Beyond and make rules and judgements for the Soltec people. They generally deal with all areas of Soltec ideas, but are particularity attached to Infuse and power matters. They too are divided on the subject, though their reasons for their opinions are not well known.
All Soltecs believe in the Infinis Regimis, which is the quest that the Soltecs have to achieve immortality. This is not simply restricted to making things indestructible or constantly returning from death (although that is certainly part of it). It is more to do with imparting the Soltecs culture, image, ideas, beliefs, and everything that they represent onto the world and people around them. They do not want anyone to forget about their existence and try their best to propagate their image everywhere. They do this by creating statues (tokens/copies) of themselves, using spells that have lasting or repeated effects on the game, fortifying themselves and their structures to stand the test of time, and, upon death, infusing their own soul (temporarily) in the body of another being.
Since Soltecs are ethereal, they cannot breed in the normal sense, and must resort to more complex methods of creating life. A willing Soltec will give up a large portion of their soul, which the Avaza develop from an "infant" stage until they are able to think and act on their own, intelligible terms. A Soltec born this way will have all the same powers and abilities of a regular Soltec (and can have even more, if they are particularly lucky) but the Soltec who donated a part of themselves will be rendered weaker, though still useful. Soltecs can live for centuries, though, so it is only when many Soltecs die in battle or by accident that this process is needed in plenitude. Additionally, some Soltecs, upon entering the body of another being, did not eventually move into the Beyond as they normally do and effectively turned the creature into their new Effat, sharing the body between itself and the original host.
N/A
(colours in brackets have the mechanic less)
RUGReusing Things - On their quest for immortality, Soltecs constantly reuse things and make use of things already existing to make other things. This is represented by their ability to return any card from their grave (though it can obv be restricted if the card demands it) and taking/using things already on the battlefield to make something new/improve something.
Artifact Tokens/Copies - One of the ways that Soltecs attempt to make themselves immortal is through the practice of creating statues of themselves. Upon entering, existing on, or leaving the battlefield, some Soltecs will create and place tokens on the battlefield so that their ideologies and faces will be remembered forever (should no one smash the statues, of course). Reproducing images of oneself, or of spells that they have cast, is also a common practice. All tokens (and all Soltecs, in fact) are artifacts.
Graft N (This creature enters the battlefield with N +1/+1 counters on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.)
--- Soltecs use of graft provides two things; for one, it allows them to power up and defend the things they care about the most, and for another, it enables them to pass on parts of their culture and ideas on to other races by putting counters on them. This comes with the theme of using +1/+1 counters to the Soltec's advantage.
RUGRebound (Exile the spell as it resolves if you cast it from your hand. At the beginning of your next upkeep, you may cast that card from exile without paying its mana cost.)
--- This is another way in which the Soltec strive for immortality. Their magic travels through the Beyond and comes back again, as powerful as it was before, representing their desire for their ideas to be remembered for the rest of the lives of other races. It is obviously not a perfect representation of this, however, as the spell only comes back once.
Infuse COST (COST, Exile this card from your graveyard: Target creature gains all other abilities of this card and gets +X/+Y until end of turn, where X is this card’s power and Y is its toughness.)
--- This represents the Soltec's ability to project their soul from their body after death and impart their essence and power into another creature, if only for a short time. It is an additonal way the Soltec attempt to remain immortal, though like Rebound, it is not perfected. This, along with Graft, also creates the notion of power matters.
It's very difficult to tell a Taroskan from any other race until they transform/revert to their original form. Even though they are not changelings, they can modify their appearance if necessary.
Height: Between 5'4 (Youth) to 7'1. Avg: 6'3
Weight: Varies, but females are almost always lighter than the males.
Skin: Varies. Most 'look human', but they almost always hide their true form.
Age: Youth until about mid 30s, but the oldest on record is over 500+ years.
Culture/Beliefs:
Rods - The order of Rods are very passionate about things. They tend to act before thinking, and are quick to rid themselves of obstacles. They tend to also dislike being targeted by spells, and will leave quickly before it has a chance to resolve.(:symr:, :symb:, :symru:)
Blades - The order of Blades are the most troublesome of the orders. They are also the ones that will find information faster than any of the other orders. (:symu:, :symr:, :symru:)
Pentacles - The order of Pentacles is the defensive order. They are also the most responsible, although they will mostly help themselves before they help others. (They are a part of all colors in regards to this race.)
Cauldrons - The order of Cauldrons are an emotional type that deal with the spirit, both good and bad. When they have a feeling towards a particular subject, they are the first to make it known. (:symr:, :symb:, :symbr:)
Additional Information: Information is made available once it comes to pass. Below is what is currently known.
Please note that some cards have been altered based on the feedback that I've gotten from them.
Mindscar Oracle3U
Creature - Taroskan Wizards (U) 1UU, :symtap:: Fateseal 2
During an opponent’s upkeep, reveal the top card of their library. If it’s an enchantment, transform Mindscar Oracle. “The more you attempt to hide your secrets, the easier they are to find.” - Orlanari, Oracle of Knowledge
1/1
//////////////////////////////////// Mindscar Rogue
(:symr:) Creature - Taroskan Rogue (U)
Whenever Mindscar Rogue blocks or becomes blocked, that creature’s controller puts the top card of their library into their graveyard.
During the start of your end step, if you dealt three or less damage, transform Mindscar Rogue. By the time you remember, you will have already forgotten.
4/1
Imagine a human male or female, add feathers over their skin. Give them bird feet and a bird head. They have a pair of regular wings on their back, their arms have talons at the ends of the fingers, and, if the ~ wants extra speed or control, their arms are also wing shaped and can be used for flight as well. (More details later)
Culture/Beliefs:
The ~ are very cultured and advanced, they have art, sports, music, a legal system and leaders. What some races find odd though, is that they fight wars, but not over conflicts with other groups, but as a sport. Well, only among themselves, they don't fight other races as if it's a sport, they fight seriously. Normal Times:
They act like most other cultures; they have merchants and thieves, leaders and beggars, friends and family. They live and laugh, and go about their lives. Though they have a legal system, they rarely use it, because most ~ would not harm people they've fought beside. Some of them enjoy the wars a lot and spend this time to train for the one, others spend it being artistic or making a living. War Times:
Every month, for 1 week, each ~ drops what they're doing and prepare to play in the war; the only exceptions being those who are: old, kids, injured, or too far away. The first day of that week is spent getting supplies and weapons together, getting the field ready and choosing a side. The next day they head to the designated place and choose where to fight, when everyone's ready, they fight each other as if it were a real war. There are healers, tacticians, and soldiers, though no one dies during the event, many end up with serious injuries. if their injuries are too bad, then they cannot fight for the rest of the week and end up missing out on the fun. Remarkably, at the end of the week, each of them rapidly heal within a few days. Unfortunately, sometimes things go too far and some actually do die, or end up permanently missing a limb.
Mechanics:
Regenerate
Turn based abilities (think of Glory of Warfare)
Flying
first/doublestrike
damage prevention
Warfare X: Ability. Exile ~ at the beginning of the next end step with X time counters. Remove a time counter from ~ at the beginning of your upkeep. When ~ has 0 time counters on it, return it to play. Activate this ability only if ~ has 0 time counters on it.
Additional Information:
Name of race is subject to change
Previous Races:
The Rendrens URG
Description:
The Rendrens are one of the more inquisitive creatures of the multiverse, interested in anything and everything that aren't themselves. They are very emotional, and if Interrupted while doing something (usually to the thing they're interested about at the time), they usually do something drastic and nasty to the Interruptor. For example, the Rendren might burst into flames, gain the strength of a wurm, or one mess with your head, for a short while. There are three tribes, each based around one of the 3 mana they use, Who are each led by the Matron of that tribe. There's a main village where all tribes mingle and the Matrons live, but each tribe has it's own village a little ways outside the main one. Rendrens live for very long times, and the Matrons live even longer than that.
Physical Description
The Rendrens look like tiny slender humans, however When they are strong enough, they can change the shape of their lower bodies into that of an animals, the one that interests them the most (Think centaur, but with any animal). The Rendren then takes on a few characteristics from that animal, aside from just physical (like reach from a spider, or flying from a bird). Deryn's choice is a spider, Aryria's is a griffin, and Cierna has chosen a hydra.
Culture and Tribes:
As you may have read, the Derynials tend to be the infrastructure of the village, the Aryrlians are the soldiers and troops, and the Grenciers are the gatherers and hunters. They tend to move to a new forest every once in a while if something threatens them too much in their current one, and any government that knows they are there, will try there best to warn everyone else not to mess with them (of course there are some people who will occasionally think it's fun to mess with the Rendrens). The Matrons make all final decisions regarding the village as a whole, but each one leads their respective tribes in whatever way they feel fit. Aside from the Matron=leader and the tribes' roles in their society, there's no real caste system.
The Derynials:
The Derynials are the most calculating type, being aligned with blue mana. They go about their life systematically, they tend to be the ones who distribute the food, that the Grenaciers find, equally. If someone is Interrupts a Derynial, a few things can happen; they could lose their memory, be put to sleep, have terrible nightmares, etc. If you Interrupt a Derynial (and your god/s help you if you do), they will make sure that you know that they have yet to pay you back, they will hunt you down and can be stopped only by death, The Aryrlyians are instant death, the Grenaciers don't make fun of killing you, the Derynials take delight in revenge. Deryn can even manipulate time a bit, just to toy with her victim/s.
The Aryrlians:
The Aryrlians are more attuned to red mana, making them the most emotional. If someone is unfortunate enough to Interrupt them, an Aryrlian will burst into flames, slightly harming itself, but most likely fatally burning the target. Only the more powerful of them may go out and explore, mostly because the weaker ones would probably kill themselves if interrupted. Their Matron is Aryrla, a very temperamental, but strict and controlled Rendren. She is one of the few who can burst and go unscathed, while leaving nothing of the Interruptor.
The Grenaciers:
The Grenaciers are more Green aligned and absolutely love to study the flora and fauna. When Interrupted, they will either use animals to help them savage the Interruptor, or gain the strength of a wurm and do it themselves. They have less risk of being harmed due to the fact that they can naturally call a beast to their beck even when young (They don't tell the young about that fact until they're older.). Cierna is their Matron, she can be seen either with the young, or out and about, studying things like hydras and even dragons.
Mechanics and Themes:
The Rendrens are all about revenge tactics, they try to make it so players don't want to do things to permanents.
IntrigueX (You may tap ~ and pay X, target permanent gets Interesting until end of turn. Activate this ability only once per turn and only as a sorcery)
Interesting (Whenever a permanent with Interesting is dealt damage or destroyed, put an Interruptor Counter on the source. If the source is an instant or sorcery, instead put the counter on it's caster)
Most Rendren cards will have some ability that has to do with Interesting/Interruptor counters, such as dealing more damage, discarding/drawing cards, or getting buffs in some way or another, etc, etc.
Derynials will mostly have abilities to manipulate the hand/library
Aryrlians are mainly burn creatures
and Grenaciers will probably summon creatures and buff them
Additional Notes/Changes:
Originally, the Rendren were supposed to be able to be all 5 colors of mana, with the white ones doing damage prevention and the black ones doing -1/-1, but NotoriousLynx made the no more than 3 colors and 2 new mechanics rule.
I've changed the physical description so that they aren't so fairy/pixie like, at first they just had different animal parts, but a friend of mine pointed out that they wouldn't have the same # of those annoying chromosomes, so I've changed it so that they just choose it as a personal preference with magic (NOT a mechanic, purely for aesthetics).
New Race!!! Name: Thylail (the race) or a Thylaili (a member of the race).
Colors: BRG
Physical Description: Basically an anthropomorphised hybrid of Red Pandas and Thylacines, with a hint of meerkat. Short, bipedal with relatively long bodies in comparison to their arms and legs. Short, smooth fur covers their body, mostly oranges, browns and reds. Most have a couple of bands along their back-some have none, and some have so many as to be similar to Zebras in that aspect.
Clothing-wise they generally wear very little, taking cues from the inhabitants of the rain-forests and Japan- loin cloths and simple robes for peasants; elaborate kimonos for the upper-class; hakama for shamen, and wood and laquer armor for the warriors.
Among the highest ranks of the warriors are the 'Dibao', warriors with the supernatural ability to give those who fight with them access to their own fighting abilities.
Culture/Beliefs: Fervently territorial, and superstitious. Most groups are organized autonomous city-states; Each has it's own government: some are headed by both a military leader,the chieftain, and a religious leader, the Witch-Lord(or Lady); some are monarchies, and some have democracies of various different forms.
All city-states, or 'kosta' (pl. kostun) have some kind of shamanistic spiritual tradition, with official recognition in the bicameral ones, and most monarchies.
Usually the civil and religious leaders are two separate people, but one extremely charismatic fellow, the son of a King, managed to become the apprentice and then successor of a Witch-Lady, and then had his father 'dealt with', leading to the unification of both kostun under one theocratic rule.
Honor is of the utmost importance to a Thylaili, and thus meticulous records are kept of a family's lineage, and the outcomes of any battles, duels or other competitions.
The pantheon of the Thylail can be broke down into three subsections: ancestors, forces of nature and other.
- Ancestors are the dead relatives of the Thylail, the older and more successful in life, the more powerful and influential they become as spirits- as well as the more primal and bestial.
- Forces of nature are just that- Thylailification (personification) of abstract forces like storms, rivers, mountains, etc.
- Other- anything else not in the first two categories. A wide variety of deities fit here, though few gain much popularity. Some more well-known examples are the Great Mother Airaiterasu, a living Thylail of immense age, said to have mothered the entire population of the kosta she rules- Duiama.
Another example is the Eldest, the progenitor of all Thylail, seen as the ultimate ancestor of all the Thylail and the ideal that they all strive to achieve.
Often Thylaili will dye the names of their favorite ancestor into their fur, either permanently or temporarily in order to gain some of that ancestor's power or influence.
Mechanics:
Phasing
Wither
Provoke
Champion (as in spirits of the ancestors inhabiting a Thylaili's body)
The new mechanic 'Inheritance'-found only on cards with champion, it essentially allows all keyword, activated and triggered abilities of a championed card to be used by the champion. Themes:
Attacking matters-(whenever this attacks triggers, etc).
Ancestor effects- things in the graveyard doing things to the battlefield
Physical Description:The Suruk were large bipedal lizards. They walk on two powerful hind legs with balance attained by a muscular tail along with two upper limbs that sported three prehensile claws. An average adult reached a height between 1.9 to 2.2 meters (approximately 6 feet).They have long beak-like muzzles which contained sharp teeth and used their talons to kill prey as they were carnivores by nature.
Suruk are extremely sensitive to light which led to them holding triple eyelids in order to protect their vision from sudden bursts of illumination. Originally underground dwellers, until 900 years ago, the Suruk, do not communicate through normal speech for fear that their words would be heard by sharp eared underground prey, they have developed psychic powers, the least of which allows them to mentally communicate with one another and other species.
Culture/Beliefs: The Suruk plane was initially a jungle world, filled with above ground predators, however 900 years ago, the planet experienced a total solar eclipse, plunging the above ground world in darkness. Taking it as a sign from Delanna ( the Suruk Goddess Of Death and Magic), the Suruk emerged from the darkness and soon became the dominant species in the darkened jungle plane.
Eventually, they began to break down into clans each favoring a specific god for their good fortune. The modern day Suruk can trace their lineage back to these initial clans. Within each clan every 20 generations there is a “chosen” a warrior who’s birth coincides with a holy day. This “chosen” is often more powerful than his peers and is seen as a spiritual adviser and warrior.
Clan of Delanna’s Grace:symb::symu:: Believing that the gift of darkness was a covenant with the species, the clan specializes in dark necrotic magic, using that and their natural psychic gifts to create unnatural horrors to smite the unbelievers and maintain the various religious functions in the society. The highest honor is to be chosen as a delnor (or eternal warrior). Using dark magic, they will kill a chosen member of their clan and then bring his soul back from brink, infusing the raw psychic power into an undead body. The delnor is considered an honored position, even if their death is required. The delnor serve as assassins, spies, and guards for the political Council. The Holy day for this clan is the last day of winter
Clan of Hunda’s Strength:symg::symu:: The consummate predators, they believe that letting the psychic gifts flow freely and in tandem with nature is the best to honor Hunda ( the Suruk God of War and Nature) they use their psychic gifts to shift the natural surrounding or sway the minds of beasts to their sway. They make up the bulk of the hunters, fisherman, farmers, and soldiers in the society. The holy day for this clan is the first day of spring
Clan of Eolda’s Wisdom:symu::symu:: Focusing on their mental abilities, this clan’s psychic powers are legendary although they consider the species psychic gifts to be the mark that they are the chosen people of Eolda (the Suruk God of Knowledge and Commerce). They make the bulk of traders, information brokers, and merchants in the society. Their psychic powers are so great that they can absorb the life and memories of a fallen comrade, and carry it within them, they can also form weapons from their minds. The holy day for this clan is the first day of autumn.
At first these clans warred with one another, until the clan elders came up with a solution. While normally the clan interbred, however due to a decree by the elders, every 20 years the elders of each clan take their best and brightest and bring them to a mating clutch. Those that are chosen mate with members of a different clan. The offspring of which lives with each clan for 3 year chunks until he is old enough to decide which clan he will claim as his own chosen clan. With an exchange of ideas forced upon them, the Suruk became united as a people and the Council was formed
The Council of All: The politicians of the Suruk, the council is there governing body consisting of 15 members, most of which are Suruk of mixed clan heritage. They elect a new head of the council once every 6 years that acts as the spokesperson of the councils wishes to the other clans.
The establishment of this council, ended the civil war between the Suruk and allowed the to exist as a whole species as they do today.
Mechanics:
Morbid
Hexproof
Gravestrike (Damage dealt by this creature also causes target opponent to exile X cards from his graveyard, X being this creatures toughness)
Predict X ( When this card comes into play, look at the top X cards, you may put these cards at the top or bottom of your library in any order.)
Think the typical bacteriophage for general body shape. The Quev's vital organs and processes are all located inside transparent polyhedra atop a cylindrical, corkscrew-shaped, or helical tower of protomatter. Limblike processes extend from both of these structures in any given number, though always in multiples of four. Quev never really stop growing; newborns are around 3 inches tall, they reach 4 feet by adulthood, and the eldest Quev can be 12-20 feet tall.
Quev are pragmatic utilitarians. Their culture revolves around a complex system of debts and obligations designed, in theory, to provide everyone with the greatest possible satisfaction and fair levels of duty for everyone's abilities. For this reason, knighthood is popular in Quev courts.
Most Quev writing consists of documents sealing bargains and partnerships, so their writing system has special characters indicating who owes certain things to whom.
The principal Quev god is Tramm Trasso, whom they revere in his aspect of an unassailable sentient fortress floating in the Blind Eternities and protecting planar travelers.
Flash
Vigilance
Indebt (If you control a creature, you may cast this for its indebt cost. If you do, it enters the battlefield indebted to target creature you control. When a creature leaves the battlefield, its controller sacrifices all permanents indebted to it.)
"When this enters the battlefield, target opponent gets [benefit]. When it leaves the battlefield, you get [benefit]."
The cogs grind and the ground quakes in the plane of Crag. A mountainous, desert land with very few races. The only intelligent ones being the Skrag.
General -Skrag is a general term for the people of this plane. The convicts and runnaways that originally built this land have since cross breeded with the others here giving everyone a imilar look. They walk on their large hind legs which is compensated by their overall smaller frames. This gives them an amazing jumping ability which is needed to traverse the plane. The average person is of 4.5 foot - 5.0 foot in height and. They all have lizard like scales covering their bodies which have been stained a dark shade of reds and yellows by the sand on the plain. Most have a face similar to a humans and are bald. The need to listen for the Giant beasts that plague the land have made them evolve to have large pointy ears, much that of an elf. Specifics
The Civilians - all colors, the civilians wear rags or light clothes because of the terrible heat in the plane and the low value of their belongings.
The Holy Ones -Usually white, those who have grafted their skin with brilliant metal to become closer to their god Skahth. The metal makes them look much larger than the others and much more threatening.
The Rebels - Usually black, those who do "Legitimate Buisness" across the plane are the only ones who don't work for the church who can afford anything. There is no space for nice clothes so they usually wear a thin armor, because anything to thick can cause death in the heat.
The Scrappers - Usually red, those who live outside of civilization looking for the long forgotten treasures of days past. They wear a thick metal armor and face guard to prevent the sand from getting in their lungs and to fight the many unknown beasts in the wilderness. This heavy armor can cause many of them to die of heat before they ever find anything in the wilderness.
The Tinkers - Usually red, The people who keep track of the machines in the city. They always wear their equipment belt and a few rags. Without their badge it would be impossible to tell them apart from the citivilians.
The Skrag have a very cuthroat land and culture run by an unapointed church head. The average person is poor or in debt to the church or the rebels who own almost everything. The Church- The leader of the church is unknown and is only refered to as the Oracle to those who have never seen him/her. The group who run the church are refered to as the Shiners. This is because of their armor, the only things not destroyed by the constant sandstorms. They are trained to use melee weaponry to defeat their foes though some do a few unethical things to please their god and use his magics and are the only group allowed to practice magics. The City - Gears and cogs are used throught the land to power weapons and equipment and to pump water from the lake. There is a ritual used whenever a new child is born. The father of the child must take the child to the Lake of Quali, the only source of water in the plane so that they may be blessed enough to be accepted into the church. The Rebels- The Shiners only foes are the rebels. The rebels are a group who are trying to take down the church from its vindictive ways. The rebels take pride in their sharp shooters and sneak attacks and will do anything to gain power, may that be bribes or murder nothing is past them. And if they can do something to make a little money on the side, why not? The Metalworkers- The last groups are the scrappers and the tinkers. Both have a love for machinery and metel. The scrappers used to be tinkers until the church cut their pay for working in the cities. They decided to leave the usual life and travel into the desert to make a living on the metal scraps left from ages past, boiling it and sculpting it to their whim. It is rumored that a few of the scrappers have found ancient runes in their hunts and have used them to learn magic. The Tinkers work to keep all of things in the city working, may it be the water pump, the metal doors into the city, or any of the other small tasks.
Evergreen- First strike
Haste
Hexproof
Flash
Intimidate
Other - Morbid
Fight
Themes - Equipment Matters
Sacrificial Gain
NEW!!!- Ranged/Melee equipment - Cards will be labled as such and certain cards will gain benefits from different kinds of equipment.
Weaponmaster X equip costs to this creature cost X less to play
Rebel Sureshot1BB
Creature - Skrag Rebel (U)
Weaponmaster 1 (Equip costs to this creature cost 1 less to pay) t, Deal 1 damage to target creature or player. Rebel Sureshot doesn't untap on its controller's untap step. If Rebel Sureshoot is equiped with a ranged equipment, deal 3 damage instead.
1/2 He gives you one second to think. Thats never enough.
Executioner's Axe2
Equipment - Melee (U)
Equiped creature gets +2/+1 and intimidate.
Equip 3 "May those who don't agree with our peace end up in pieces."
Caring Peasant1W
Creature - Skrag (C)
Sacrifice ~: Target creature gains Hexproof until end of turn.
1/2 Even in a plane like this there are still people who would give their lives to protect others.
Maurauding Scrappers1R
Creature - Skrag Barbarian (C)
Weaponmaster 1 (Equip costs to this creature cost 1 less to play) R,t: ~ fights target creature.
1/1 The people are so used to fighting for their meals that they forgot how to just ask nicely.
Utilize this thread to keep track of all your race's information, cards, and lore.
Please use no more than ONE post here; Use the edit button to add/remove information.
This is good because it allows you to keep all your information in one place.
It would also be a smart idea to keep a link to your post in your signature so that people can check it when they're reviewing your carsd for more information on your race.
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Preferred Method of Organization:
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The Great Orgs
Team Primal
Information
Color(s): BUG and generally monocolored, w/ the exception of Masks (Masks can be in any color/multicolored/colorless)
Description: The Orgs are a race of primal, ancient humanoids that have existed for long periods of civilization, though they have remained as tribal and as under civilized as ever.
All Orgs derive power through mystical Masks (mechanically colored artifacts), which give them certain bonuses.
The Orgs are split into three tribes:
Green Vaelorgs: Vaelorgs are able to utilize green mana, and to a lesser extent, white and red mana. They are primarily shamanistic, and prefer to attack with magic and long range weaponry. They utilize masks to increase their shamanistic powers and/or command animals.
Blue Aquorgs: Aquorgs derive power from blue mana, and can also use white and black mana. They are the most advanced breed of the Org race. They have metal weapons and their masks increase the power of these weapons.
Black Xenorgs: Xenorgs are the least advanced and the most animalistic of the Orgs. They preform voodoo rituals through black mana, though they can use red and blue mana as well. Their masks allow them to summon spirits and demons, or may boost their own strength through dark measures.
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Physical Description:
Pictured are the Vaelorgs and the Aquorgs. The Xenorgs are also similar in appearance, but are more hunched and have longer fangs.
Culture/Beliefs:
Vaelorgs worship nature and have numerous gods.
Aquorgs worship one god, Posidis, a violent kraken like leviathan.
Xenorgs worship an unnamed and satanic spirit.
Additional Information: (Optional)
The other two colors of orgs have become extinct, though the artifacts and masks they created still remain today.
Note: While there are vaelorgs, aquorgs, and xenorgs, all such creatures will fall under the "Creature - Org" typeline.
Mechanics:
They derive power from masks ( a new artifact subtype).
• -color- Masked (When you cast ~, you may reveal a -color- mask from your hand and pay its cost. If you do, ~ enters the battlefield with that mask attached to it.)
• A rule of the Mask subtype is that you can only have ONE MASK on a creature at a time. If you equip a mask to a creature, you remove all other masks on it.
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More on masks
Cards
Round 1
Multicolored millcards in something other than dimir.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Edit: What we should do is just include the links to the teams' discussion threads to the Magic Wars discussion thread. If each team is good with keeping up with its links, the exact same effect is achieved, but without making a new thread.
Physical Description: Lisandarians are near-humanoid; the upper portion of their body looks (mostly) human. However, instead of two legs like humans, Lisans have a number of snake-like tentacles (the exact number depends on the Lisan in question - they can range from one to more than a squid, although most are at either end (ie. one or a lot)) which they use to move around. They are often covered in a slimy liquid which they use to make it easier for them to slither around. Although they have these extra appendages, most Lisans you will meet will look normal to you - as a powerful spellcasting race, they are capable of temporarily disguise their form. Usually, this is done non-maliciously, as a way to not scare the people they live around and work with.
Most Lisans are slightly shorter than humans, as their tentacles are not large enough to push them above the height advantage legs bring. When they transform, they are usually the same height.
Culture/Beliefs:There are two main 'factions' in Lisandarians:
- The UG Lunarians believe that Lisandarians must work with others and become a valued member of the world around them. There are a large number of scientists within the Lunarian society, all who aim to benefit the world in some way and improve on nature without being too intrusive (ie. not like the Simic). Many merchants and politician Lisans are also aligned with this faction, causing many non-Lisans to like them. Common classes among them are Advisors and Wizards
- The BG Donarians have a much closer link to nature than the Lunarians, as they live among it. Donarians believe that true Lisandarians should live away from the hustle and bustle of city life. They live in small settlements in swamps and wild woods far from the rest of the plane's inhabitants. Furthermore, they distrust all forms of technology and live savage lives. They believe the natural would believe should be left as it is - they act as guardians, in a way, of the nature around them. Common classes among them are Shamans and Druids
Lisandarians, being knowledge-motivated peoples, are uninterested in warfare and the chaos it brings, preferring instead to live and research (well, the Lunarians, at least). They are mostly peaceful, although they are able to fight quite well if necessary. Lunarians are magic-based while the Donarians fight with tooth and claw.
Additional Info: Lisans have no night vision. They are completely blind at night, meaning they are surprisingly dependent on fire and heated light, especially for a semi-aquatic race. While the city Lisans have the use of non-fire based light, the Donarians, considered 'backwards' by the rest of the Lisans, have no such luxury.
The cards will contain the creature type "Lisan" (mostly to save space), although they may be referred to otherwise in names and flavour text.
The closest thing to a one-'legged' Lisandarian would be a Lamia (one of the Final Fantasy variants) or Coiling Oracle without the reeallly long tail. A multi-'legged' Lisan would be somewhat closer to Sheoldred if she had tentacles instead of a creepy spider thing.
With the ability to transform and assume normal shapes, the ability to fit in with everything else as a completely uninteresting 2/2 fits the Lisandarians - well, the Lunarians and Sinarians, at least - perfectly. Lunarians try to experiment with their transformations to see if they can be made better (ie. when turned up effects), Donarians are more simplistic and just have Morph as an alternate way to cast their dudes.
Proliferate (You choose any number of permanents and/or players with counters on them, then give each another counter of a kind already there.)
The Lisans are a very knowledge-based race - most important, of course, the Lunarian scientists, who use proliferate. However, unlike the original, Phyrexian source of this mechanic, Lunarian scientists combine Proliferate with all manner of fun counters, and +1/+1 counters (which is a small-ish theme among all Lisandarians)
The Donarians, as they hate techy new things, have no specific mechanic to call their own. However, they do have a strong 'natural' theme, which includes artifact/enchantment hate and graveyard/battlefield manipulation. Specifically, they believe in reincarnation and rebirth.
There is a little bit of use of +1/+1 counters, mostly through the use of Lunarian's proliferate. However, each faction has their own special way to play with +1/+1 counters.
All of them, due to their natural links (although the Donarians have this more) get Replenish X (Sacrifice this permanent: Add X to your mana pool.)
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots
Colors: G,U,B
Description: A leech-like species that feeds on brain tissue (as well as other tissue) and pure mana, growing into more complex organisms as they feed.
Larva: Larval grubblins resemble large grey maggots (approximately a foot long). They lack eyes and instead have a series of mana sensing pits along their sides and serving as eyes. They have a complex lamprey-like mouth at the end of a retractable proboscis. Larval grubblins have only a low cunning and no real intelligence, so they are basically little crawling stomachs. However, the more they feed (and depending on who/what they are feeding on) they can become very smart very fast. They also have extremely elastic skin, so they can gorge themselves to immobility and swell up to 3 times their original size. This skin also allows them to purposely inflate themselves and float, letting down their mouth as a trailing tentacle. Young larva use this technique in order to travel to new territory, similar to parachuting spiders. When a grubblin pops, it can let loose all of the energy it has recently fed upon. Grubblins reproduce asexually, are born pregnant and lay eggs as soon as they have absorbed enough energy.
Mature Grubblins: One a grubblin has built up enough energy, it grows a bone structure (like a tadpole growing arms and legs). It's form depends largely on what it has eaten. A grubblin who has eaten mostly flesh will typically grow into a larger and more physical form, while a grubblin who has consumed excess mana or brain flesh will be delicate, but smarter and more skilled in "magic" (more on this later). However, their forms are really only imitations. A grubblin can grow into many forms, or just keep feeding, never develop further and simply growing into a huge maggot. These are called 'Boneworms' and are mindless feeding machines. A humanoid grubblin will only stand about 5 feet tall at the maximum, and will usually be pretty hunched over and have a vestigial tail. Grubblins usually grow mouths on the palms of their hands (or at the ends of their various... appendages). The mouths located on their heads are still their main way of absorbing nutrients however, and the mouth can stretch to accommodate large meals or the entire head of a victim. When they do this, they bore into the skull with a series of complex tongues. Grubblins also have a series of inflatable bladders on their bodies where they store energy.
No one is really sure where the grubblins came from. Some say the mad wizard Sik created them (After the first wave of the infestation, the hermit wizard's castle was found to be overrun by a huge squirm that has since been revealed as Osedax's). Others say that a visiting planeswalker brought one along and left it. They began appearing on the plane of Aetan about 140 years ago, and at first were thought of as mostly harmless nuisances. The diminutive name 'grubblin' was given to them because the mature members of the race look similar to the goblins of the plane's native folklore. For a little while, their imitations of human speech and form were viewed as hilarious, and the stupider mature grubblins were paraded about on leashes in harlequin garb. The race soon grew out of control however.
Grubblins are jealous of their victims' forms, and constantly try to imitate them. They are even more jealous of spellcasters, as grubblins themselves cannot use magic on their own. However, they can absorb mana, and even specific spells from their victims and victims' brains (live or dead). They can then store these in their 'spellsacs', a series of inflatable bladders running down their backs. Grubblins choose their leaders based on their intelligence (translated: number of brains eaten). Grubblins can absorb energy from one another, although it is considered a major faux pas, so they tend to distrust one another and form small groups, or 'squirms'. They usually inhabit old abandoned towns, but they must constantly find flesh to lay eggs in. To do this, they create giant cemetery nests.
As far as their language goes, it is very simple syntax-wise, almost a collage of other languages of the plane. Vocabulary however can be very complex because grubblins like adding more and more onto words in order to add more meaning (a bit like german). Pronunciation is also almost impossible for a non-grubblin because of grubblins' highly evolved and sophisticated tongues.
Their religion is also a bit of a hodgepodge affair, and also not very important in their "culture". They believe the sun is a giant ball of mana, and they also believe that there is a second, inner sun under the crust of the plane. This inner sun is the one they worship, and some believe there is a way to tunnel down to it and tap into its infinite mana.
Notable Grubblins:
-The most revered Grubblin is Osedax, an ancient member of their species. He resembles an eight foot tall human and itis rumored that he is the first of their race. He is a powerful grubblin spellcaster and can devour spells even as they are cast. One of the few grubblins that is totally fluent in other languages.
-Urbilix, the Motherlord is a grubblin that is the most prolific reproducer of the race. She keeps a large squirm composed entirely of her own offspring and prefers to consume only pregnant beings.
-Annelixid is a grubblin that has grown to an enormous size. It prefers to float almost constantly (which is unusual because mature grubblins tend to not float as well) and when inflated, is about 160 feet long (about the size of a football field). When it approaches the ground it lets down dozens of mouth-ended tentacles.
-Xixiss is one of Osedax's offspring who has gained the ability to imitate other forms almost perfectly. He is unusual because he is very close to the other members of his squirm and has taught them his secrets.
Flying - Grubblins can inflate themselves. The larva inflate their entire bodies, while more mature grubblins only inflate individual bladders (their spellsacs).
Trample - These guys can get beefy when they only absorb flesh and muscle. Also, Boneworms are pretty large.
Mindleech (Whenever this creature deals damage to a player, that player puts that many cards from the top of his or her library into his or her graveyard.) - A new mechanic representing the grubblins penchant for feeding off of intelligence and brain stuff.
Token Production - A definite theme considering how much the grubblins reproduce. The tokens used will be 1/1 black Grubblin creature tokens with Mindleech.
Using Graveyards - Grubblins use graveyards as resources. The eat dead things, cast dead spells. They make sure graveyards are kept full with milling effects.
Overview:
A single branch twitches and that's all the warning you get. Four pale green eyes glinting at you from the darkness then everything becomes darkness. The Emesmaa are everywhere and nowhere, shadows passing through the trees and claws passing through unsuspecting flesh. No race surpasses them in the art of the ambush. And to the Emesmaa ambush is an art. They are the ultimate predators, exceptionally adaptable, supernaturally deadly and, above all else, quiet.
Foremost is their skin. Where other felines are covered with fur the Emesmaa are sheathed in scales. These scales are generally patterned with orange, white and black in various combinations of patches, stripes and spots. Though those are their default configurations, with a mere thought, any Emesmaa above the age of two can change the color of their scales to any hue or combination of hues hey desire. As they age the maximum possible complexity of their color patterns increases to the point where the elders of the pride weave stories using upon very skin. The practical applications of this ability when stalking prey are obvious.
Another difference is their eyes, or specifically, their number of them. Emesmaa have four eyes of a watery green color. The eyes are set fairly close, though the forward pair faces towards the front and is set slightly lower than the other set. This configuration gives the Emesmaa an almost three hundred and sixty degree field of vision. In addition to having near all around vision, Emesmaa have several membranes that they can pass across their eyes allowing them to perceive light in different spectrums. Among their available spectrums are multichromatic, monochromatic, infrared, ultraviolet and thaumaturgic (they can see flows, build-ups and absence of mana). In the absence of membranes extended over their eyes the Emesmaa see only motion and the young, before they have developed their membranes, must be zealously protected because of this vulnerability. Each membrane brings out a different shade of their eyes. Without membranes their eyes are, as mentioned above a watery green, when seeing in color their eyes appear a faintly glowing white. When they are seeing in black and white their eyes turn an opaque shade of black. The ultraviolet and infrared membranes both cause their eyes to glow a brilliant shade of green so it is infrequently used for stalking.
Their other minor difference is an increased muscularity to their frames which is used to deliver decisive swipes of their heavy paws. These paws are longer than those of traditional big cats but no broader and have more articulated fingers as well as longer sharper claws. Indeed special scales can be extended on the Emesmaa's pads positioned in such a way that they sharpen the claws as they are extended and retracted. It is not an uncommon activity for an Emesmaa to spend hours basking in the sun self-sharpening its claws however the loud scraping sound this produces makes it only usable in an area where the Emesmaa feels unthreatened. The Emesmaa's mouth's are also elongated and possess two sets of fangs, one interior and one exterior. Working in concert, these fangs create huge wounds that are very hard to heal. The tails of the Emesmaa are long and tipped with a small barb that, if propelled with enough forces, can actually pierce through the bodies of small creatures making for an easy snack.
The lifecycle of the Emesmaa follows specific stages related to what cog within the predatory machine is currently developing. When an Emesmaa first hatches out of its egg along with its liter mate, Emesmaa are always twins, it is a virtually blind, scaleless, sticky ball of meat. In the first three days the Emesmaa is totally defenseless and remain hidden with its nest-mates while the mother and father take turns bringing food for the hatchlings, the father taking the greater proportion of the hunts while the mother gives the hatchlings milk. After the first three days, the baby's muscles are developed enough for them to move on their own and they begin to explore the nest area, requiring an even greater level of supervision than before. During the first five weeks one parent will take two to three day shifts while the other hunts and makes sure the territory is secure. After the first week scales begin to develop on the babies and by the end of the fifth week they are fully scaled. At this time they are also large and coordinated enough to kill raccoons, opossums or other creatures equivalent to their own size. At this point the parent's vigilance slacks and the liter is left alone for ever increasing periods of time since they now know to hide when predators are about. By the end of the sixth week they have developed both the multichromatic and monochromatic eye-membranes and are about a fourth of the size that they will eventually reach. This point marks the end of their most rapid period of growth. After the first six weeks they take two years to grow to their full size. At just over two years old they have all of their predator advantages however their intelligence at this point is close to that of a twelve year old human and their scales can only perform the most basic of color changes. From that point forward the Emesmaa does not physically change but grows arithmetically more intelligent and in skill and complexity with pigmentation manipulation. At around eleven years old the Emesmaa is considered a full adult and will usually live to be close to forty years old with little appreciable decrease in strength or speed until the last few years of life.
The Prides' Walks are centered, though they are not often in the geographic center of the Walk, around a Lair which is generally a well hidden resting place for the elders and the sick. Prides will camp at various places around the edges of their Walk, making a loop roughly every three days, then spend a day, or more depending on the length of their absence, in Lair taking care of the Elders before leaving to hunt again.
When Emesmaa hunt, although they do travel with their Pride, it is usually alone or with a mate. The stalking of prey is one of the greatest joys in Emesmaa life and creative ambushes, traps and kills are the source of endless stories among the feline creatures. Lazy days are spent lying in the sun dreaming about the finer points of hunting, inventing ever more elaborate ways to take advantage of the element of surprise. Though the Emesmaa are large and heavy creatures they are can reach incredible speeds, climb the tallest of trees and leap to heights of up to thirty feet giving them incredible flexibility in their tactics.
Fertility, and hence "mating season," for the Emesmaa occurs once every three years. Time in between those periods is not dry and sexless they simply are not for producing offspring. When the courtship period starts males display colors for females from the highest perch in the mating-tree they can reach. Reaching and maintaining a high place in the mating-tree is a very difficult affair as those below are endless trying to replace those above who are already preoccupied with color displays.
Once mated a pair will stay together for the duration of time that it takes to raise children even if they grow to intensely dislike each other. After the two years of child-rearing are completed the couple is officially dissolved however, if they develop strong bonds, they may seek each other out next time that mating season occurs.
When new offspring cause the Pride to grow too large there are two options. The first is to split and let the youngest members and a few of the elders venture out to carve out their own Walks and perhaps even join a different Tribe. When this occurs those leaving for a new place wear the Crest of the Migrators which is a large splotch of red on their foreheads. Emesmaa too young to manage this crest are not eligible to leave the Pride. Emesmaa with the Crest of the Migrator passing through other Tribe's and Pride's territory are to be given safe passage. Though it may seem that warring Emesmaa would exploit this custom it is recognized that honoring the mark is for the good of all and its sanctity is one of the few that remain so when the Emesmaa go to war.
That is the other option for Emesmaa Prides when they grow overburdened with bodies: war. They may forcibly take the territory of nearby Emesmaa if there is no open ground nearby. When this occurs the Pride will usually call for the support of their tribe and then attack. When the Pride whose territory is to be taken realizes they are under attack they also call for the support of their Tribe, and more frequently get it than those calling for support in attack.
War among the Emesmaa is not a pretty business, although it is very quiet. Massive ambushes and traps. Direct conflict also occurs, with young hunters tearing at each other's scales while elders invoke the powers of the ancestors from a distance. When two Tribes of Emesmaa fight the result is often devastating, sometimes one Tribe is even wiped out altogether. On the whole Emesmaa do not resort to war unless it is absolutely necessary. Some put the reason for this as compassion, other say that it is because they do not wish their own tribe to weaken. Cynics suggest that it is because most Emesmaa dislike hunting prey as intelligent as they are.
Emesmaa can be found in almost any environ. Though they are though to have originated in jungles there are mountainous varieties of Emesmaa whose natural skin tones blend in with rocks. These Emesmaa are more feral and territorial than the other varieties being almost entirely solitary creatures, quick to anger and impossible to calm. Oddly enough Emesmaa are also found in cliffside caves. All Emesmaa are consummate swimmers but the cliffside Emesmaa take this to a whole new level and spend most of their waking hours diving for fish. These Emesmaa are much more societal than either the mountainous or the forest dwelling Emesmaa as the small amount of living space versus the much larger amount of hunting space forces them into closer proximity.
Emesmaa life is based off of enjoyment, in a way very reminiscent of other cats. If an Emesmaa will not enjoy an activity it is likely that it will not be done. Fortunately the Emesmaa like nothing better than hunting in creative ways and caring for their young the best that they are able. As with all sentient species, individual Emesmaa have varying interests and passions but ultimately they all love creativity and the hunt.
Emesmaa believe that the spirit of a body lives on with its remains and the greatest insult to the dead is to bury them. Instead they attach bits of their ancestors to themselves so that the ancestors may continue to live and experience through their descendants. Even the oblivion that burning a corpse brings is preferable, in the Emesmaa's mind, to be encased in dirt forever. Generally it is an Elder's job to make talismans from the dead.
Emesmaa have very little in the way of architecture, instead preferring to use caves, make burrows or use the trees for their dwelling places. In the case of Lairs usually the ancestor spirits are called upon to create a suitable dwelling for those who may soon be joining them. Emesmaa art, though prolific, is usually crude and vaguely disgusting to those who are sensitive to wearing dead people.
Ambushes-not encapsulated in a single keyword, ambushes are generally shown by the mechanics of first strike, flash, haste and hexproof. Which all appear with great regularity upon Emesmaa cards.
Ancestor Worship- Ancestor worship generally indicates Totem Armor. Emesmaa believe that the spirits of their ancestors can literally possess them and add their own ethereal strength to the physical Emesmaa's empirical power. The Emesmaa Spirit creature type exists to show more concrete presentation of the ancestors and the Evoke mechanic often shows up on these cards.
Traps- Emesmaa like nothing better than watching a foe dangle helplessly from a noose of his or her own devising. They are also very good at making this happen. Traps make a heavy return with the four-eyed stalkers.
Stalk- Stalk showcases the Emesmaa’s ability to remain totally undetected when they wish it. A stalking Emesmaa is not often a passive a watcher however. When they are preparing for the fatal strike, Emesmaa like to hamper, harass and harm their prey in small ways. Written, Stalk (number)-(cost) (At the beginning of each upkeep, if this creature is untapped, you may pay (cost), if you do, exile this creature with (number) time counters stalking target creature. At the beginning of each upkeep remove a time counter from this creature, if you cannot or if stalked creature leaves the battlefield return this creature to play tapped.)
Forecast- If the stalk mechanic shows how the Emesmaa hunt when their prey know that they are being targeted then forecast shows what happens when one unexpectedly strays into an Emesmaa’s hunting ground. The slow revealing of the full extent to which their hapless prey is trapped is also considered an art form among the four-eyed stalkers. Forecasting an Emesmaa symbolizes a glimpse of prismatic scales and a small taste of the trouble that lurks in the future.
This awesome signature is tbe work of DNC at Heroes of the Plane Studio!
Magic Wars: DaesseclusMagic Wars Reboot Race:Emesmaa
Orammis Bhasir
Asirri Rokhane
Ursinus Koliel
Color(s): 1RUG
Description: The Soltec are an extremely ancient race of ethereal beings who have transcended the need for a body and now exist in the world in their “essential form”, a soul. However, they are unable to move about freely in this form without dying, and thus, they created effigy constructs out of stone which they attach themselves to and control. They worship the sun and their ultimate goal in life is to become immortal.
In their “essential form”, a Soltec is a bright, constantly moving and shifting being which glows with the colours that it is associated with. However, a Soltec cannot remain in this essential form for long, as the laws of nature begin to drain away its power and send it along to the “Beyond”. This is why the Soltec contain themselves within Effats, grey, stone effigies that they are able to control and manipulate to their needs which resemble their old, humanlike selves. Each Effat is constructed differently for each Soltec depending on their preferences, though the common design for the majority of the Soltec is a head, four arms, a torso, two legs and a “Solcore”, a container within the chest of the Effat where the soul of the Soltec controls the Effat, which is visible from the outside. There are many other variations of this pattern, however. Blue Soltecs, for instance, often have more than four hands on their Effat and sometimes give their Effats wings or levitation spells, all attempts to increase the reach and effectiveness of their Effats. Green Soltecs mimic creatures from nature, while red Soltecs incorporate elemental elements (fire, lava) into their bodies to express their individuality and passion.
The easiest way to distinguish one Soltec from another is the expression carved into their head. The Effats are statues, after all, and though the Soltec can detach the body parts of the Effat they control (to some extent), they can’t bend stone and can’t express themselves in their face naturally like a human can. Each body part is connected to each other body part using the bonds the essential form creates. The “elbow” of a red Soltec, for example, would appear to be a line of red “fire” connecting the arm to the forearm (which themselves are connected to the torso and hand, respectively, with more strands of “fire”). Soltecs generally wear robes of golden cloth around the bottom of their torso, representing their devotion to the sun, though they can wear more clothes than that, particularly those higher up in rank.
Tl;dr – basically, imagine the animated statue of (Vishnu) http://en.wikipedia.org/wiki/Vishnu with floating “disjoints” like Tuktuk the Returned http://magiccards.info/extra/token/rise-of-the-eldrazi/tuktuk-the-returned.html (though far smoother and with less space in between) connected with colourful strands of fiery-lightning-soul.
The Soltec live on a tropical, volcanic island named the Isle D’Azaz. They lived their for eons until they eventually transcended their bodily forms into this spiritual one. They have expanded the size of their island considerably; they have raised and created land from the sea to connect to the island, and have created stone structures that extend way out to sea. The island is populated with stone buildings where they live, research, and fight, and all buildings surround the temple in the center of the island called the Hall of the Beyond. The Hall is where the most powerful, influential, and intelligent of all Soltec reside and make decisions for their people.
Currently, there is a conflict of interests between the GR-aligned (Vreka) Soltecs and the U-aligned (Avaza) Soltecs. The Vreka say that the race’s evolution is not yet complete, and they must continue developing their abilities in their ethereal forms so that they can break free of the bonds they were forced to put upon themselves to remain on the world and become, essentially, soulgods. The Avaza, however, argue that their research has concluded that there is nowhere left for the race to evolve, and that they must instead discover ways to improve their Effats to match their essential forms. Here is the list of the different colour-aligned Soltecs (each one is called a “Division”), their purpose, beliefs and ideas, and their stance on the conflict. (Note that a mono-G Soltec could be a part of the mono-G Division OR the GU OR the GR OR the RUG. Likewise, a GR Soltec could have aspects of the mono-G Division within it, but still be a GR Division card. Pay attention to the name and flavour text of the card to figure out which Division a card is from, which will help you understand the card better as a result.)
Colour – Name – Nickname - Information
G – Gaza Division - (GD) – The Gaza are the gardeners of the Soltec. With their nature magic, they speed up the growth of plants in the wilds of the Isle D'Azaz and strengthen them, providing resources for the Soltec people. They center around growth and attempt to mimic nature in the forms of their Effats. When it comes to the VD-AD conflict, the Gaza are primarily of the side of the Vreka. The Gaza see the Effats as unnatural and that ascending to an even higher essential form is the only path that instinctively makes sense.
R – Croza Division - (CD) – The Croza are the stoneworkers of the Soltec. They mine stone and minerals from the Vishi Volcano and use it to construct the basic resources used to create Effat. They are destructive, both to their others and their selves, and use elemental aspects (lava, fire) in their Effat design, with artistically crude formations. The Croza are pretty much 100% supporting the Vreka. The freedom and passion involved in releasing your soul into the world in a permanent form is far too appealing to them.
U– Avaza Division - (AD) – The Avaza are the researchers of the Soltec. They examine aspects of their race and other races to discover new ways to improve their lifestyle and learn more things about the nature of their universe and the Beyond, which they do in the basements of the Hall of Beyond in the Avaza Research Hall. They typically deal with sifting through card (draw-discard), copying things and manipulating things. They are obviously on the Avaza side of the conflict, seeing as they are the Avaza. All their research has shown that the possibility of the Soltec moving on to a higher ethereal form is impossible.
GR – Vreka Divison - (VD) – The Vreka are the warriors of the Soltec. They pride themselves on their strength and power and battle each other in the Corda Colosseum, a popular entertainment center of the Soltec. They typically deal in power-matters, increasing their powers, and imprinting their souls on people beyond death. Obviously, they side with themselves in the Acaza-Vreka debate. The Vreka are rather spiritual and instintcually know that there must be something beyond what they are - and in any case, the Effats are almost unbearable to them, and even death would be better than restricting yourself into something so unnatural.
GU – Xyka Division - (X D) – The Xyka are the engineers of the Soltec. Their main job is the improvement of both the Effats and of the buildings and mechanisms the Soltecs have been constructed. They improve creatures, permanents, and often have rather defensive and protective cards. They are, for the most part, siding with the Avaza. The improvement of the Effat is their job, and changing that objective to improving the soul is a loss of progress and unneeded when Effats are much more powerful and "real" to them.
UR – Trinka Division - (TD) – The Trinka are the artists of the Soltec. They are the ones who carve the faces into Effats, produce them for the population, and create works of art to decorate the Isle D'Azaz. They deal with the manipulation of artifacts and creating 1/1 tokens, as well as copying things. They are mostly divided between the two sides - some think that the improvement of the soul is a perfect expression of artistic beauty, while other sees the solidity of the Effats and have their own artistic ideas to them.
RUG – Kazatec Division - (KD) – The Kazatec are the leaders of the Soltec. They reside in the Hall of the Beyond and make rules and judgements for the Soltec people. They generally deal with all areas of Soltec ideas, but are particularity attached to Infuse and power matters. They too are divided on the subject, though their reasons for their opinions are not well known.
All Soltecs believe in the Infinis Regimis, which is the quest that the Soltecs have to achieve immortality. This is not simply restricted to making things indestructible or constantly returning from death (although that is certainly part of it). It is more to do with imparting the Soltecs culture, image, ideas, beliefs, and everything that they represent onto the world and people around them. They do not want anyone to forget about their existence and try their best to propagate their image everywhere. They do this by creating statues (tokens/copies) of themselves, using spells that have lasting or repeated effects on the game, fortifying themselves and their structures to stand the test of time, and, upon death, infusing their own soul (temporarily) in the body of another being.
Since Soltecs are ethereal, they cannot breed in the normal sense, and must resort to more complex methods of creating life. A willing Soltec will give up a large portion of their soul, which the Avaza develop from an "infant" stage until they are able to think and act on their own, intelligible terms. A Soltec born this way will have all the same powers and abilities of a regular Soltec (and can have even more, if they are particularly lucky) but the Soltec who donated a part of themselves will be rendered weaker, though still useful. Soltecs can live for centuries, though, so it is only when many Soltecs die in battle or by accident that this process is needed in plenitude. Additionally, some Soltecs, upon entering the body of another being, did not eventually move into the Beyond as they normally do and effectively turned the creature into their new Effat, sharing the body between itself and the original host.
N/A
(colours in brackets have the mechanic less)
RUG Reusing Things - On their quest for immortality, Soltecs constantly reuse things and make use of things already existing to make other things. This is represented by their ability to return any card from their grave (though it can obv be restricted if the card demands it) and taking/using things already on the battlefield to make something new/improve something.
Artifact Tokens/Copies - One of the ways that Soltecs attempt to make themselves immortal is through the practice of creating statues of themselves. Upon entering, existing on, or leaving the battlefield, some Soltecs will create and place tokens on the battlefield so that their ideologies and faces will be remembered forever (should no one smash the statues, of course). Reproducing images of oneself, or of spells that they have cast, is also a common practice. All tokens (and all Soltecs, in fact) are artifacts.
Graft N (This creature enters the battlefield with N +1/+1 counters on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.)
--- Soltecs use of graft provides two things; for one, it allows them to power up and defend the things they care about the most, and for another, it enables them to pass on parts of their culture and ideas on to other races by putting counters on them. This comes with the theme of using +1/+1 counters to the Soltec's advantage.
RUG Rebound (Exile the spell as it resolves if you cast it from your hand. At the beginning of your next upkeep, you may cast that card from exile without paying its mana cost.)
--- This is another way in which the Soltec strive for immortality. Their magic travels through the Beyond and comes back again, as powerful as it was before, representing their desire for their ideas to be remembered for the rest of the lives of other races. It is obviously not a perfect representation of this, however, as the spell only comes back once.
Infuse COST (COST, Exile this card from your graveyard: Target creature gains all other abilities of this card and gets +X/+Y until end of turn, where X is this card’s power and Y is its toughness.)
--- This represents the Soltec's ability to project their soul from their body after death and impart their essence and power into another creature, if only for a short time. It is an additonal way the Soltec attempt to remain immortal, though like Rebound, it is not perfected. This, along with Graft, also creates the notion of power matters.
Color(s): :symr::symu::symb:(:symru:, :symub:, :symbr:)
Physical Description:
It's very difficult to tell a Taroskan from any other race until they transform/revert to their original form. Even though they are not changelings, they can modify their appearance if necessary.
Height: Between 5'4 (Youth) to 7'1. Avg: 6'3
Weight: Varies, but females are almost always lighter than the males.
Skin: Varies. Most 'look human', but they almost always hide their true form.
Age: Youth until about mid 30s, but the oldest on record is over 500+ years.
Culture/Beliefs:
Rods - The order of Rods are very passionate about things. They tend to act before thinking, and are quick to rid themselves of obstacles. They tend to also dislike being targeted by spells, and will leave quickly before it has a chance to resolve.(:symr:, :symb:, :symru:)
Blades - The order of Blades are the most troublesome of the orders. They are also the ones that will find information faster than any of the other orders. (:symu:, :symr:, :symru:)
Pentacles - The order of Pentacles is the defensive order. They are also the most responsible, although they will mostly help themselves before they help others. (They are a part of all colors in regards to this race.)
Cauldrons - The order of Cauldrons are an emotional type that deal with the spirit, both good and bad. When they have a feeling towards a particular subject, they are the first to make it known. (:symr:, :symb:, :symbr:)
Additional Information: Information is made available once it comes to pass. Below is what is currently known.
Mechanics:
Evergreen Keywords: Deathtouch, Defender, First strike, Flash, Flying, Haste, Hexproof, Intimidate, Shroud
Non-Evergreen Keywords/Themes:
Scry/Fateseal
Forecast
Transform
Enchantments Matter
Evasion Matter
Please note that some cards have been altered based on the feedback that I've gotten from them.
Mindscar Oracle 3U
Creature - Taroskan Wizards (U)
1UU, :symtap:: Fateseal 2
During an opponent’s upkeep, reveal the top card of their library. If it’s an enchantment, transform Mindscar Oracle.
“The more you attempt to hide your secrets, the easier they are to find.” - Orlanari, Oracle of Knowledge
1/1
////////////////////////////////////
Mindscar Rogue
(:symr:) Creature - Taroskan Rogue (U)
Whenever Mindscar Rogue blocks or becomes blocked, that creature’s controller puts the top card of their library into their graveyard.
During the start of your end step, if you dealt three or less damage, transform Mindscar Rogue.
By the time you remember, you will have already forgotten.
4/1
holder
The Vrengra
:symw::symr::sym2u:
Physical Description:
Imagine a human male or female, add feathers over their skin. Give them bird feet and a bird head. They have a pair of regular wings on their back, their arms have talons at the ends of the fingers, and, if the ~ wants extra speed or control, their arms are also wing shaped and can be used for flight as well. (More details later)
Culture/Beliefs:
The ~ are very cultured and advanced, they have art, sports, music, a legal system and leaders. What some races find odd though, is that they fight wars, but not over conflicts with other groups, but as a sport. Well, only among themselves, they don't fight other races as if it's a sport, they fight seriously.
Normal Times:
They act like most other cultures; they have merchants and thieves, leaders and beggars, friends and family. They live and laugh, and go about their lives. Though they have a legal system, they rarely use it, because most ~ would not harm people they've fought beside. Some of them enjoy the wars a lot and spend this time to train for the one, others spend it being artistic or making a living.
War Times:
Every month, for 1 week, each ~ drops what they're doing and prepare to play in the war; the only exceptions being those who are: old, kids, injured, or too far away. The first day of that week is spent getting supplies and weapons together, getting the field ready and choosing a side. The next day they head to the designated place and choose where to fight, when everyone's ready, they fight each other as if it were a real war. There are healers, tacticians, and soldiers, though no one dies during the event, many end up with serious injuries. if their injuries are too bad, then they cannot fight for the rest of the week and end up missing out on the fun. Remarkably, at the end of the week, each of them rapidly heal within a few days. Unfortunately, sometimes things go too far and some actually do die, or end up permanently missing a limb.
Mechanics:
Regenerate
Turn based abilities (think of Glory of Warfare)
Flying
first/doublestrike
damage prevention
Warfare X: Ability. Exile ~ at the beginning of the next end step with X time counters. Remove a time counter from ~ at the beginning of your upkeep. When ~ has 0 time counters on it, return it to play. Activate this ability only if ~ has 0 time counters on it.
Additional Information:
Name of race is subject to change
URG
Description:
The Rendrens are one of the more inquisitive creatures of the multiverse, interested in anything and everything that aren't themselves. They are very emotional, and if Interrupted while doing something (usually to the thing they're interested about at the time), they usually do something drastic and nasty to the Interruptor. For example, the Rendren might burst into flames, gain the strength of a wurm, or one mess with your head, for a short while. There are three tribes, each based around one of the 3 mana they use, Who are each led by the Matron of that tribe. There's a main village where all tribes mingle and the Matrons live, but each tribe has it's own village a little ways outside the main one. Rendrens live for very long times, and the Matrons live even longer than that.
The Rendrens look like tiny slender humans, however When they are strong enough, they can change the shape of their lower bodies into that of an animals, the one that interests them the most (Think centaur, but with any animal). The Rendren then takes on a few characteristics from that animal, aside from just physical (like reach from a spider, or flying from a bird). Deryn's choice is a spider, Aryria's is a griffin, and Cierna has chosen a hydra.
As you may have read, the Derynials tend to be the infrastructure of the village, the Aryrlians are the soldiers and troops, and the Grenciers are the gatherers and hunters. They tend to move to a new forest every once in a while if something threatens them too much in their current one, and any government that knows they are there, will try there best to warn everyone else not to mess with them (of course there are some people who will occasionally think it's fun to mess with the Rendrens). The Matrons make all final decisions regarding the village as a whole, but each one leads their respective tribes in whatever way they feel fit. Aside from the Matron=leader and the tribes' roles in their society, there's no real caste system.
The Derynials are the most calculating type, being aligned with blue mana. They go about their life systematically, they tend to be the ones who distribute the food, that the Grenaciers find, equally. If someone is Interrupts a Derynial, a few things can happen; they could lose their memory, be put to sleep, have terrible nightmares, etc. If you Interrupt a Derynial (and your god/s help you if you do), they will make sure that you know that they have yet to pay you back, they will hunt you down and can be stopped only by death, The Aryrlyians are instant death, the Grenaciers don't make fun of killing you, the Derynials take delight in revenge. Deryn can even manipulate time a bit, just to toy with her victim/s.
The Aryrlians are more attuned to red mana, making them the most emotional. If someone is unfortunate enough to Interrupt them, an Aryrlian will burst into flames, slightly harming itself, but most likely fatally burning the target. Only the more powerful of them may go out and explore, mostly because the weaker ones would probably kill themselves if interrupted. Their Matron is Aryrla, a very temperamental, but strict and controlled Rendren. She is one of the few who can burst and go unscathed, while leaving nothing of the Interruptor.
The Grenaciers are more Green aligned and absolutely love to study the flora and fauna. When Interrupted, they will either use animals to help them savage the Interruptor, or gain the strength of a wurm and do it themselves. They have less risk of being harmed due to the fact that they can naturally call a beast to their beck even when young (They don't tell the young about that fact until they're older.). Cierna is their Matron, she can be seen either with the young, or out and about, studying things like hydras and even dragons.
The Rendrens are all about revenge tactics, they try to make it so players don't want to do things to permanents.
Name: Thylail (the race) or a Thylaili (a member of the race).
Colors: BRG
Physical Description: Basically an anthropomorphised hybrid of Red Pandas and Thylacines, with a hint of meerkat. Short, bipedal with relatively long bodies in comparison to their arms and legs. Short, smooth fur covers their body, mostly oranges, browns and reds. Most have a couple of bands along their back-some have none, and some have so many as to be similar to Zebras in that aspect.
Clothing-wise they generally wear very little, taking cues from the inhabitants of the rain-forests and Japan- loin cloths and simple robes for peasants; elaborate kimonos for the upper-class; hakama for shamen, and wood and laquer armor for the warriors.
Among the highest ranks of the warriors are the 'Dibao', warriors with the supernatural ability to give those who fight with them access to their own fighting abilities.
Culture/Beliefs: Fervently territorial, and superstitious. Most groups are organized autonomous city-states; Each has it's own government: some are headed by both a military leader,the chieftain, and a religious leader, the Witch-Lord(or Lady); some are monarchies, and some have democracies of various different forms.
All city-states, or 'kosta' (pl. kostun) have some kind of shamanistic spiritual tradition, with official recognition in the bicameral ones, and most monarchies.
Usually the civil and religious leaders are two separate people, but one extremely charismatic fellow, the son of a King, managed to become the apprentice and then successor of a Witch-Lady, and then had his father 'dealt with', leading to the unification of both kostun under one theocratic rule.
Honor is of the utmost importance to a Thylaili, and thus meticulous records are kept of a family's lineage, and the outcomes of any battles, duels or other competitions.
The pantheon of the Thylail can be broke down into three subsections: ancestors, forces of nature and other.
- Ancestors are the dead relatives of the Thylail, the older and more successful in life, the more powerful and influential they become as spirits- as well as the more primal and bestial.
- Forces of nature are just that- Thylailification (personification) of abstract forces like storms, rivers, mountains, etc.
- Other- anything else not in the first two categories. A wide variety of deities fit here, though few gain much popularity. Some more well-known examples are the Great Mother Airaiterasu, a living Thylail of immense age, said to have mothered the entire population of the kosta she rules- Duiama.
Another example is the Eldest, the progenitor of all Thylail, seen as the ultimate ancestor of all the Thylail and the ideal that they all strive to achieve.
Often Thylaili will dye the names of their favorite ancestor into their fur, either permanently or temporarily in order to gain some of that ancestor's power or influence.
Phasing
Wither
Provoke
Champion (as in spirits of the ancestors inhabiting a Thylaili's body)
The new mechanic 'Inheritance'-found only on cards with champion, it essentially allows all keyword, activated and triggered abilities of a championed card to be used by the champion.
Themes:
Attacking matters-(whenever this attacks triggers, etc).
Ancestor effects- things in the graveyard doing things to the battlefield
Physical Description:The Suruk were large bipedal lizards. They walk on two powerful hind legs with balance attained by a muscular tail along with two upper limbs that sported three prehensile claws. An average adult reached a height between 1.9 to 2.2 meters (approximately 6 feet).They have long beak-like muzzles which contained sharp teeth and used their talons to kill prey as they were carnivores by nature.
Suruk are extremely sensitive to light which led to them holding triple eyelids in order to protect their vision from sudden bursts of illumination. Originally underground dwellers, until 900 years ago, the Suruk, do not communicate through normal speech for fear that their words would be heard by sharp eared underground prey, they have developed psychic powers, the least of which allows them to mentally communicate with one another and other species.
Culture/Beliefs: The Suruk plane was initially a jungle world, filled with above ground predators, however 900 years ago, the planet experienced a total solar eclipse, plunging the above ground world in darkness. Taking it as a sign from Delanna ( the Suruk Goddess Of Death and Magic), the Suruk emerged from the darkness and soon became the dominant species in the darkened jungle plane.
Eventually, they began to break down into clans each favoring a specific god for their good fortune. The modern day Suruk can trace their lineage back to these initial clans. Within each clan every 20 generations there is a “chosen” a warrior who’s birth coincides with a holy day. This “chosen” is often more powerful than his peers and is seen as a spiritual adviser and warrior.
Clan of Delanna’s Grace:symb::symu:: Believing that the gift of darkness was a covenant with the species, the clan specializes in dark necrotic magic, using that and their natural psychic gifts to create unnatural horrors to smite the unbelievers and maintain the various religious functions in the society. The highest honor is to be chosen as a delnor (or eternal warrior). Using dark magic, they will kill a chosen member of their clan and then bring his soul back from brink, infusing the raw psychic power into an undead body. The delnor is considered an honored position, even if their death is required. The delnor serve as assassins, spies, and guards for the political Council. The Holy day for this clan is the last day of winter
Clan of Hunda’s Strength:symg::symu:: The consummate predators, they believe that letting the psychic gifts flow freely and in tandem with nature is the best to honor Hunda ( the Suruk God of War and Nature) they use their psychic gifts to shift the natural surrounding or sway the minds of beasts to their sway. They make up the bulk of the hunters, fisherman, farmers, and soldiers in the society. The holy day for this clan is the first day of spring
Clan of Eolda’s Wisdom:symu::symu:: Focusing on their mental abilities, this clan’s psychic powers are legendary although they consider the species psychic gifts to be the mark that they are the chosen people of Eolda (the Suruk God of Knowledge and Commerce). They make the bulk of traders, information brokers, and merchants in the society. Their psychic powers are so great that they can absorb the life and memories of a fallen comrade, and carry it within them, they can also form weapons from their minds. The holy day for this clan is the first day of autumn.
At first these clans warred with one another, until the clan elders came up with a solution. While normally the clan interbred, however due to a decree by the elders, every 20 years the elders of each clan take their best and brightest and bring them to a mating clutch. Those that are chosen mate with members of a different clan. The offspring of which lives with each clan for 3 year chunks until he is old enough to decide which clan he will claim as his own chosen clan. With an exchange of ideas forced upon them, the Suruk became united as a people and the Council was formed
The Council of All: The politicians of the Suruk, the council is there governing body consisting of 15 members, most of which are Suruk of mixed clan heritage. They elect a new head of the council once every 6 years that acts as the spokesperson of the councils wishes to the other clans.
The establishment of this council, ended the civil war between the Suruk and allowed the to exist as a whole species as they do today.
Mechanics:
Morbid
Hexproof
Gravestrike (Damage dealt by this creature also causes target opponent to exile X cards from his graveyard, X being this creatures toughness)
Predict X ( When this card comes into play, look at the top X cards, you may put these cards at the top or bottom of your library in any order.)
Regenerate
Flash
Trample
The Anabyn
Stay Hungry My Friends....
Color(s): WU
Think the typical bacteriophage for general body shape. The Quev's vital organs and processes are all located inside transparent polyhedra atop a cylindrical, corkscrew-shaped, or helical tower of protomatter. Limblike processes extend from both of these structures in any given number, though always in multiples of four. Quev never really stop growing; newborns are around 3 inches tall, they reach 4 feet by adulthood, and the eldest Quev can be 12-20 feet tall.
Quev are pragmatic utilitarians. Their culture revolves around a complex system of debts and obligations designed, in theory, to provide everyone with the greatest possible satisfaction and fair levels of duty for everyone's abilities. For this reason, knighthood is popular in Quev courts.
Most Quev writing consists of documents sealing bargains and partnerships, so their writing system has special characters indicating who owes certain things to whom.
The principal Quev god is Tramm Trasso, whom they revere in his aspect of an unassailable sentient fortress floating in the Blind Eternities and protecting planar travelers.
Flash
Vigilance
Indebt (If you control a creature, you may cast this for its indebt cost. If you do, it enters the battlefield indebted to target creature you control. When a creature leaves the battlefield, its controller sacrifices all permanents indebted to it.)
"When this enters the battlefield, target opponent gets [benefit]. When it leaves the battlefield, you get [benefit]."
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
WBR
The cogs grind and the ground quakes in the plane of Crag. A mountainous, desert land with very few races. The only intelligent ones being the Skrag.
Specifics
The Civilians - all colors, the civilians wear rags or light clothes because of the terrible heat in the plane and the low value of their belongings.
The Holy Ones -Usually white, those who have grafted their skin with brilliant metal to become closer to their god Skahth. The metal makes them look much larger than the others and much more threatening.
The Rebels - Usually black, those who do "Legitimate Buisness" across the plane are the only ones who don't work for the church who can afford anything. There is no space for nice clothes so they usually wear a thin armor, because anything to thick can cause death in the heat.
The Scrappers - Usually red, those who live outside of civilization looking for the long forgotten treasures of days past. They wear a thick metal armor and face guard to prevent the sand from getting in their lungs and to fight the many unknown beasts in the wilderness. This heavy armor can cause many of them to die of heat before they ever find anything in the wilderness.
The Tinkers - Usually red, The people who keep track of the machines in the city. They always wear their equipment belt and a few rags. Without their badge it would be impossible to tell them apart from the citivilians.
The Church- The leader of the church is unknown and is only refered to as the Oracle to those who have never seen him/her. The group who run the church are refered to as the Shiners. This is because of their armor, the only things not destroyed by the constant sandstorms. They are trained to use melee weaponry to defeat their foes though some do a few unethical things to please their god and use his magics and are the only group allowed to practice magics.
The City - Gears and cogs are used throught the land to power weapons and equipment and to pump water from the lake. There is a ritual used whenever a new child is born. The father of the child must take the child to the Lake of Quali, the only source of water in the plane so that they may be blessed enough to be accepted into the church.
The Rebels- The Shiners only foes are the rebels. The rebels are a group who are trying to take down the church from its vindictive ways. The rebels take pride in their sharp shooters and sneak attacks and will do anything to gain power, may that be bribes or murder nothing is past them. And if they can do something to make a little money on the side, why not?
The Metalworkers- The last groups are the scrappers and the tinkers. Both have a love for machinery and metel. The scrappers used to be tinkers until the church cut their pay for working in the cities. They decided to leave the usual life and travel into the desert to make a living on the metal scraps left from ages past, boiling it and sculpting it to their whim. It is rumored that a few of the scrappers have found ancient runes in their hunts and have used them to learn magic. The Tinkers work to keep all of things in the city working, may it be the water pump, the metal doors into the city, or any of the other small tasks.
Haste
Hexproof
Flash
Intimidate
Other - Morbid
Fight
Themes - Equipment Matters
Sacrificial Gain
NEW!!!- Ranged/Melee equipment - Cards will be labled as such and certain cards will gain benefits from different kinds of equipment.
Weaponmaster X equip costs to this creature cost X less to play
Creature - Skrag Rebel (U)
Weaponmaster 1 (Equip costs to this creature cost 1 less to pay)
t, Deal 1 damage to target creature or player. Rebel Sureshot doesn't untap on its controller's untap step. If Rebel Sureshoot is equiped with a ranged equipment, deal 3 damage instead.
1/2
He gives you one second to think. Thats never enough.
Executioner's Axe 2
Equipment - Melee (U)
Equiped creature gets +2/+1 and intimidate.
Equip 3
"May those who don't agree with our peace end up in pieces."
Caring Peasant 1W
Creature - Skrag (C)
Sacrifice ~: Target creature gains Hexproof until end of turn.
1/2
Even in a plane like this there are still people who would give their lives to protect others.
Maurauding Scrappers 1R
Creature - Skrag Barbarian (C)
Weaponmaster 1 (Equip costs to this creature cost 1 less to play)
R,t: ~ fights target creature.
1/1
The people are so used to fighting for their meals that they forgot how to just ask nicely.
Long live CLAN FLAMINGO
Make wall support cards or a legendary wall
Winner is also Judge = 2
Club Flamingo/Megiddo's Magic Pimp Shack = 4