Having replenished your strength, you set out to deal with the indivduals that led you to seek refuge at your current location. Unbeknownst to you, however, is the fact that a multitude of other Planeswalkers are accessing The Blind Eternities at the same.
You feel a tremendous backlash of power as you reach the edge of The Blind Eternities, throwing you off course. Dazed, you gather yourself as land re-solidifes beneath your feet. Around you are more than a dozen other individuals, whom you can sense also carry a Spark. The others appear to be slightly on edge beneath the rustling canopy of trees... especially since there is no wind.
One fellow Walker near you makes a proposal, but something in the phrasing doesn't appeal to you. You decide that a counter-proposal would be the most prudent course of action at this moment.
Round 2 Challenge
Design a card that gives your opponent a "choice," within the following restrictions:
1) It must be the color(s) of the card submitted in Round 0. For some of you, this means your Round 2 submission must be colorless.
2) It must tie, mechanically or thematically, to the Plane card designed in Round 1.
Submissions will be due by 21:00 Eastern on 17 July 2012.
Examples of "choice" cards: Molten Influence/Dash Hopes (opponent is inferred in these examples); Fatespinner; and the aptly-named Choice of Damnations.
MirrorEntity's original idea was to randomly shuffle the teams, to go along with the Chaos theme. That's not going to happen. However, in the spirit of that idea, and due to the number of dropped and DQ'd players (for those that did not submit a Round 1 card and/or Top 3), the 28 remaining players are being combined into two teams of 14: Team Eleryok and Team Laviquar. Given we have already been delayed a week, I will be cutting to Top 8 (4 from each) after this Round. For Critiques of this Round, I will also be requesting Top 5 instead of Top 3.
I know, lots of rules changes... blame it on the Chaos. Good luck to all participants!
Scores were calculated based on the original teams, not the combined teams. Luckily (or unluckily, depending on your point of view), the high and mid-range scores were similar for the pairs of teams that ended up being combined.
Appease the Fleshcrawlers4BG
Sorcery (R)
Each opponent chooses one — That player sacrifices each creature he or she controls; or you draw a card for each card in that player's graveyard; or you put a 1/1 black and green Worm creature token onto the battlefield for each land that player controls. "The best way to foil Thrunges's parasites is to simply distract them with more flesh."
Rebellion in the Ranks4BR
Instant (R)
Cast Rebellion in the Ranks only during combat.
For each attacking or blocking creature target opponent controls, he or she chooses one-- That creature deals damage to its controller equal to its power: or its controller sacrifices it and loses 3 life. "You cannot tolerate the existence of rebels. The longer you take to suppress them, the more powerful they grow."
-- Gethri Stolde, bloodlord or Draksia
Aetherial Corruption2BB
Enchantment (R)
Whenever a player rolls a blank face on the planar die, he or she gets a poison counter. “So… a new planeswalker has arrived. Let’s see how long their feeble minds can resist the power of Phyrexia.”
— Sheoldred, Whispering One
The Sixth Spire
Plane – New Phyrexia
All creatures have infect.
Whenever you roll C, proliferate.
Shamelessly Stolen from A Planeswalker’s Guide to New Phyrexia
The Sixth Spire
The Sixth Spire is a massive, corroded spire near Lumengrid where Avaricta works on perfecting and spreading the glistening oil and studying the effects, symptoms, and types of phyresis.
Avaricta, Gitaxian Sective
Avaricta oversees and directs her virologists and biomancers in charge of perfecting phyretic infection and its virulence. They are also exploring new methods of proliferation throughout Mirrodin. Her latest creations are the crawl-needles, small, biting insectoids that have been released into the surrounding area by the thousands. They provide a formidable phyresis delivery system to any Mirran who roams within their territory. Her laboratories are located in one of the large spires close to Lumengrid. Pipes of failed, infected corpse matter and mycosludge run from her lab out to Quicksilver Sea to be disposed of.
IchorbindBB
Enchantment-Aura (U)
Enchant creature
Enchanted creature doesn't untap during its controller's untap step.
At the beginning of the upkeep of enchanted creature's controller, that player may get a poison counter. If he or she does, untap that creature. “Let the emptiness wash over you, and submit your will to the glory of Phyrexia.”
— Avaricta, Gitaxian Sective
Bivalent Warpstone4
Artifact (R)
Whenever you roll the planar die, roll twice and ignore one result. The warpstone hearts of Belenon's blink gnomes are highly sought after for their stabilizing effects on planeswalking.
Mistbound Spires
Plane - Belenon (C)
When you planeswalk to Mistbound Spires or at the beginning of your upkeep, exile target creature.
When you planeswalk away from the Mistbound Spires, each player returns to the battlefield all cards he or she owns exiled with Mistbound Spires.
Whenever you roll C, put a creature card exiled with Mistbound Spires onto the battlefield under your control.
Horrorglass4
Artifact - Equipment (R)
Whenever equipped creature deals combat damage to a player, that player chooses one - Destroy target creature; or return target creature card in a graveyard to the battlefield under your control.
Equip 3
A large hourglass is being held by a dark gloved hand. The whitish sand draining from the top of the glass is formed in the shape of the upper half of a human with an agonized expression as he is sucked into nothingness. The sand falls to the bottom half of the glass, where it forms the body of a winged demonic figure, arm raised toward the upper half of the glass.
Leyline of Instability 2UU
Enchantment (R)
If Leyline of Instability is in your opening hand, you may begin the game with it on the battlefield.
At the beginning of your upkeep, trigger the C effect on any planes.
Whenever you roll a C on the planar die, sacrifice Leyline of Instability. Libros is a carefully balanced scale; the slightest disturbance can send its inhabitants reeling.
The Mirrored Wastes
Plane - Libros
Whenever a nontoken creature enters the battlefield, each of that creature's controller's opponents may put a token onto the battlefield that is a copy of that creature.
Whenever you roll C, choose target creature you control. Each opponent sacrifices all creatures that share a name with the chosen creature.
Replicator's Mischief5UU
Sorcery (M)
Each player chooses a creature he or she controls. Each of that player's opponent's puts a token onto the battlefield that is a copy of the chosen creature. Repeat this process for artifacts and then enchantments.
U// Sedris and the Traitor Kings U// G Seshiro, the Appointed G B// Vaevictus Asmadi - "I'm 'exy and I know it" B// W// Treva, The Renewerer W// B/ Rakdos, Lord of Grouphate B/ W//// Cromat the Charmer W////
Malignant Tempest UURR
Sorcery (M)
Target opponent chooses one -- You put three 3/1 red Elemental tokens with haste onto the battlefield; or you take an extra turn after this one. "This reality is beyond you, fool."
Thraben Geistcaller1WW
Creature - Human Cleric
Whenever a nontoken creature dies, put a 1/1 white Spirit token with flying on the battlefield unless that creature's controller exiles all cards from his or her graveyard
1/1
Hive's Colloquy5UU
Enchantment (M)
At the beginning of each opponent's upkeep, that player chooses a creature he or she controls that doesn't have a reflection counter on it and puts a reflection counter on it.
At the beginning of your upkeep, for each creature with a reflection counter on it, put a token that's a copy of that creature onto the battlefield, except it's a Sliver in addition to its other types.
The Hero smirked.
"No," he stated slyly, "Now let me make my own proposal."
The Hero ripped open the very space in front of him forming a massive swirling portal, something he had been preparing since he landed here. Within it more than a dozen massive wurms, dragons, and beasts could be seen. They were the creatures who were encased in the sandstorm on Akar, still very alive, still very angry.
"Now you can pull the portal closed yourself which should at the very least shred one of your limbs in the process," he said in a calm tone, "or you can take your chances with the angry horde."
Summoner's GambitXRU Sorcery (R)
Choose up to three target face-up exiled creatures. For each creature chosen this way, any player may have Summoner's Gambit deal X damage to him or her. If they don't put that creature onto the battlefield under your control.
Ruinway Trap3UR
Instant - Trap (U)
If an opponent casts an instant or sorcery, you may pay UR instead of paying Ruinway Trap mana cost.
Each opponent chooses one — Return target creature they control to its owner’s hand; or deal 3 damage to target creature they control. In no way is it stated that the choices in the Sikkai regions were ever easy.
Mage-Ring Inhibitor 2GW
Creature - Human Wizard (R)
Instant or sorcery spells cost 1 more to cast.
Rolling the planar die costs 1 more. "Their infernal humming grinds the world to dust. I will make them silent."
—Balastri, Stone Caste lifewright
2/3
The Waking Spires
Plane — Vryn
At the beginning of each player's upkeep, that player puts the top three cards of his or her library into his or her graveyard. For each instant or sorcery card put into a graveyard this way, that player draws a card.
Whenever you roll C, you may cast target instant or sorcery card from a graveyard without paying its mana cost.
Trumpets blare across the desert, and it is heralded: a massive construct of spires and rings, like a hollow castle, moving slowly across the landscape upon a bed of mechanical legs and levitation pulses. It is the Waking Spires, impossible architecture powered and made mobile by the arcane engine that forms its heart. It scuttles about Vryn in search of more knowledge to be had. Within its twisting hallways that rise towards the sky, mage-saints, ringmasons and spellwrights alike pursue the codification and understanding of all there is to know.
Inhibitor's Chant2WG
Instant (U)
For each instant or sorcery card in target opponent's graveyard, exile it and that player chooses one — You put a 1/1 green Saproling creature token onto the battlefield; or you gain 2 life. "Thus is the price for your foolishness." —Balastri, Stone Caste lifewright
Roil Surge2U
Sorcery {C}
Fateseal 2. (To fateseal 2, look at the top two cards of an opponent's library, then put any number of them on the bottom of that player's library and the rest on top in any order.)
You may roll the planar die. As the Eldrazi rose in power, so did the Roil.
The Lighthouse at Sea Gate
Plane - Zendikar
At the beginning of each player's draw step, that player draws an additional card, then discards a card.
Whenever you roll C, each player shuffles the cards from his or her hand into his or her library, then draws that many cards.
==
Sea Gate Illusionist2UU
Creature - Human Wizard (R)
When an opponent draws a card, that player may put a 1/1 blue Illusion creature token with flying onto the battlefield under your control. Otherwise, you draw a card.
When Sea Gate Illusionist leaves the battlefield, exile all Illusion tokens. "Shall I summon beasts or make your head look bigger?"
1/3
Spear of Tempus 3
Artifact - Equipment {R}
Whenever equipped creature deals damage to a player, exile target permanent that player controls unless that player has Spear of Tempus exile target permanent you control instead. WU, T: Return target spell exiled by Spear of Tempus to the battlefield under its owners control.
Equip: 2
1. Design a new Ravnica mechanic for one of the old guilds and make a card around it.
2.Design a mono-colored card using two Ravnica mechanics that both come from the color you're using.
3. Blow up a land.
Winner is Judge Wins: 12345
Day Creature- Dwarf Cleric (R)
Whenever Seeker of Ashara becomes blocked, each player reveals his or her hand. You gain life equal to the number of instant cards cards revealed this way. "Even into the bounds of Night, I will seek her glory."
Any opponent may have you gain 3 life. If no player does, draw a card.
Storm (When you cast this spell, copy it for each spell cast before it this
turn. You may choose new targets for the copies.)
"Someone who can choose automatically assumes to have a choice. How
ironically erroneous." - Arrahua, enemy of the guildpact
The captive said as he grasped the small obsidian die and threw it in a high arc in the air. As it cascaded downward, the captive for a moment thought that maybe it would land blank side up and this whole mess would be over with. However, he knew better, if that was the case they would just force him to roll again. Then the dice landed on the hand shaped symbol.
Then there was silence.
After a while the captive then spoke “ So was it supposed to do someth…” then without warning he was thrust backward into…
Snow.
He emerged up from the snow pile which he'd fallen into, to be greeted by wind that cut through his clothes like a knife. The court he had been in had vanished, and now replaced by ice and snow. if he squinted he could make out the vague shapes of snow covered mountain ranges He began to shiver involuntarily, he was not prepared for this frigid clime.
Then again perhaps that was the point.
Well he had only two choices now, either sit here and freeze to death, or start walking, and if he was lucky he could find civilization if there was any to be found.
Wrapping his arms around him for what little warmth he had, he began to set out in this strange new plane.
Used as the symbol for the planeswalk symbol on the planar dice.
The Card:
Reactive Adaptation2GU
Enchantment (R)
Whenever is rolled on the planar die, untap all lands you control.
Whenever is rolled on the planar die,untap all creatures you control. "Reisia, a plane of eternal winter, where savage beasts love to pick off weak meat. You must adapt or you will die, there is no other way."
The plane:
Reisia, a plane of eternal winter, home of bitter winds, ice, and savage beasts. Yet despite this several species have managed to flourish here. Playful and creative gnomes live in small communes. Humans have established fortified and technologically advanced cities, amongst the mountains and frozen forests the mysterious and druidic yeti’s dwell. Yet despite the relative peace, in citadels atop frozen oceans the cruel and cunning merfolk, plot to use one of this planes oldest secrets to eradicate any that stand in their way....
“ There’s no nice part of this plane is there?”
He said struggling against the wind, that was surprisingly blowing even harder than it had been when he first arrived here. He had found the gnomes and they had provided him some shelter but they were annoying creatures at best. They said there was a human city if he kept going to the east. Now all he saw in front of him were large rocks in a billowing landscape of cold.
Crack…
The small crack below him made him realize that he wasn’t on solid land but walking on top of a frozen lake. The rocks were really just medium sized glacier wedged there by the wind and ice. The wind blew around him, knocking him on his knees. He struggled in vain but, soon found himself giving in. He then saw something with wings descending in the cold. Then all was black.
He awoke in a bed, the softness of the sheets surprising him. He sprung up to find that he was wearing different clothes than he had before, these had runes sewn into them and carried a soft glow. He moved around the room he was in and looked out the balcony of the room.
He was in a city of steel and marble. He looked out into the city that spread out, and even further out he saw the winds still blowing furiously down below. Yet this city remained untouched. He soon saw why as he craned his neck to see that great tower further into the city. It’s black stone and metal glowed with magic power.
“ You are awake.”
He turned and saw a knight, the armor and helm obscuring the face. As the knight approached he saw a large white sphinx following. For a moment he caught the sphinx's eye and it snarled at him, though the knight seemed to take no notice.
“ Had my patrol not spotted you, you may not have survived the winds as you were.”
“My thanks, I suppose.” He said
“ Do not thank me yet. We are not sure who you are stranger, and until we know you are our guest here. We have been tricked by merfolk before. If you require anything ask the guard at your door. Welcome to Frostwind Keep.”
With that the knight exited shutting the door.
He turned back to the balcony and looked in the city. He was in a safe place for now, time to plan, to gather strength. Yet funny how being a guest seemed a lot like being a prisoner.
The Card:
Frostwind Keep
Plane-Reisia
Creatures without flying or hexproof enter the battlefield tapped.
You may cast artifact cards as though they had flash.
Whenever you roll C,each player other than target player puts a 4/4 blue Sphinx creature token with flying onto the battlefield.
"Interesting,but I have a counter proposal."
Fight or Flight1GU
Sorcery (R)
Target player may return target creature they control to it's owners hand.
If they don't, target creature you control gets +3/+3 and hexproof until end of turn. You have a chance to run now, I'd take it, you won't get it later.
Hold Hostage1BR
Sorcery (R)
Gain control of target creature unless its controller sacrifices each other creature he or she controls. "Payment is for people with no other options."
- Carvan, Ravnican Demon
Having replenished your strength, you set out to deal with the indivduals that led you to seek refuge at your current location. Unbeknownst to you, however, is the fact that a multitude of other Planeswalkers are accessing The Blind Eternities at the same.
You feel a tremendous backlash of power as you reach the edge of The Blind Eternities, throwing you off course. Dazed, you gather yourself as land re-solidifes beneath your feet. Around you are more than a dozen other individuals, whom you can sense also carry a Spark. The others appear to be slightly on edge beneath the rustling canopy of trees... especially since there is no wind.
One fellow Walker near you makes a proposal, but something in the phrasing doesn't appeal to you. You decide that a counter-proposal would be the most prudent course of action at this moment.
Round 2 Challenge
Design a card that gives your opponent a "choice," within the following restrictions:
1) It must be the color(s) of the card submitted in Round 0. For some of you, this means your Round 2 submission must be colorless.
2) It must tie, mechanically or thematically, to the Plane card designed in Round 1.
Submissions will be due by 21:00 Eastern on 17 July 2012.
Examples of "choice" cards: Molten Influence/Dash Hopes (opponent is inferred in these examples); Fatespinner; and the aptly-named Choice of Damnations.
MirrorEntity's original idea was to randomly shuffle the teams, to go along with the Chaos theme. That's not going to happen. However, in the spirit of that idea, and due to the number of dropped and DQ'd players (for those that did not submit a Round 1 card and/or Top 3), the 28 remaining players are being combined into two teams of 14: Team Eleryok and Team Laviquar. Given we have already been delayed a week, I will be cutting to Top 8 (4 from each) after this Round. For Critiques of this Round, I will also be requesting Top 5 instead of Top 3.
I know, lots of rules changes... blame it on the Chaos. Good luck to all participants!
Lanxal 89
Gerrard's Mom 88
Balefire 75
queensauce 50
Cardz5000 38
Profani 33
Rimeshade 33
Vertain 28
Icarel 22
emocakes 13
Marr965 13
Æthermage 11
Link 11
CrustacenCrusader 8
Cypher28 58
UncleIstvan 48
yarn 46
headley 43
Ninja Caterpie 38
shadowfuryix 38
Eremity 33
Random_Nation 33
Small Child 33
MDenham 25
Arcel 21
themightymonarch 14
MagicProfessor28 10
PsiJet 5
Scores were calculated based on the original teams, not the combined teams. Luckily (or unluckily, depending on your point of view), the high and mid-range scores were similar for the pairs of teams that ended up being combined.
Instant
Hold this place, unless each other player forfeits.
"Just think about it."
Round 0
Round 1
Sorcery (R)
Each opponent chooses one — That player sacrifices each creature he or she controls; or you draw a card for each card in that player's graveyard; or you put a 1/1 black and green Worm creature token onto the battlefield for each land that player controls.
"The best way to foil Thrunges's parasites is to simply distract them with more flesh."
Instant (R)
Cast Rebellion in the Ranks only during combat.
For each attacking or blocking creature target opponent controls, he or she chooses one-- That creature deals damage to its controller equal to its power: or its controller sacrifices it and loses 3 life.
"You cannot tolerate the existence of rebels. The longer you take to suppress them, the more powerful they grow."
-- Gethri Stolde, bloodlord or Draksia
----------------------------
Club Flamingo Wins: 10
----------------------------
EDH Decks
BG Vicious Varolz | RW Jor Kadeen, the Mean Machine | RG Atarka: Muh_Dragons.dec (WIP) | WU Brago, Blink Eternal (WIP)
----------------------------
Aetherial Corruption 2BB
Enchantment (R)
Whenever a player rolls a blank face on the planar die, he or she gets a poison counter.
“So… a new planeswalker has arrived. Let’s see how long their feeble minds can resist the power of Phyrexia.”
— Sheoldred, Whispering One
The Sixth Spire
Plane – New Phyrexia
All creatures have infect.
Whenever you roll C, proliferate.
Shamelessly Stolen from A Planeswalker’s Guide to New Phyrexia
The Sixth Spire
The Sixth Spire is a massive, corroded spire near Lumengrid where Avaricta works on perfecting and spreading the glistening oil and studying the effects, symptoms, and types of phyresis.
Avaricta, Gitaxian Sective
Avaricta oversees and directs her virologists and biomancers in charge of perfecting phyretic infection and its virulence. They are also exploring new methods of proliferation throughout Mirrodin. Her latest creations are the crawl-needles, small, biting insectoids that have been released into the surrounding area by the thousands. They provide a formidable phyresis delivery system to any Mirran who roams within their territory. Her laboratories are located in one of the large spires close to Lumengrid. Pipes of failed, infected corpse matter and mycosludge run from her lab out to Quicksilver Sea to be disposed of.
Ichorbind BB
Enchantment-Aura (U)
Enchant creature
Enchanted creature doesn't untap during its controller's untap step.
At the beginning of the upkeep of enchanted creature's controller, that player may get a poison counter. If he or she does, untap that creature.
“Let the emptiness wash over you, and submit your will to the glory of Phyrexia.”
— Avaricta, Gitaxian Sective
Artifact (R)
Whenever you roll the planar die, roll twice and ignore one result.
The warpstone hearts of Belenon's blink gnomes are highly sought after for their stabilizing effects on planeswalking.
Mistbound Spires
Plane - Belenon (C)
When you planeswalk to Mistbound Spires or at the beginning of your upkeep, exile target creature.
When you planeswalk away from the Mistbound Spires, each player returns to the battlefield all cards he or she owns exiled with Mistbound Spires.
Whenever you roll C, put a creature card exiled with Mistbound Spires onto the battlefield under your control.
Horrorglass 4
Artifact - Equipment (R)
Whenever equipped creature deals combat damage to a player, that player chooses one - Destroy target creature; or return target creature card in a graveyard to the battlefield under your control.
Equip 3
A large hourglass is being held by a dark gloved hand. The whitish sand draining from the top of the glass is formed in the shape of the upper half of a human with an agonized expression as he is sucked into nothingness. The sand falls to the bottom half of the glass, where it forms the body of a winged demonic figure, arm raised toward the upper half of the glass.
Enchantment (R)
If Leyline of Instability is in your opening hand, you may begin the game with it on the battlefield.
At the beginning of your upkeep, trigger the C effect on any planes.
Whenever you roll a C on the planar die, sacrifice Leyline of Instability.
Libros is a carefully balanced scale; the slightest disturbance can send its inhabitants reeling.
Plane - Libros
Whenever a nontoken creature enters the battlefield, each of that creature's controller's opponents may put a token onto the battlefield that is a copy of that creature.
Whenever you roll C, choose target creature you control. Each opponent sacrifices all creatures that share a name with the chosen creature.
Replicator's Mischief 5UU
Sorcery (M)
Each player chooses a creature he or she controls. Each of that player's opponent's puts a token onto the battlefield that is a copy of the chosen creature. Repeat this process for artifacts and then enchantments.
Custom Race: Guaroga
G Seshiro, the Appointed G
B// Vaevictus Asmadi - "I'm 'exy and I know it" B//
W// Treva, The Renewerer W//
B/ Rakdos, Lord of Grouphate B/
W//// Cromat the Charmer W////
Round 1
Sorcery (M)
Target opponent chooses one -- You put three 3/1 red Elemental tokens with haste onto the battlefield; or you take an extra turn after this one.
"This reality is beyond you, fool."
Round 0
Round 1
Name Holder 2RU
Instant
Still Holder
I even thought of the perfect card for this then realized I couldn't do it since it would have been black.
Artist: //gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&artist=[%22Daniel%20Ljunggren%22">"]Daniel Ljunggren
Team Laviquar
Round 0
Round 1
Thraben Geistcaller 1WW
Creature - Human Cleric
Whenever a nontoken creature dies, put a 1/1 white Spirit token with flying on the battlefield unless that creature's controller exiles all cards from his or her graveyard
1/1
Hive's Colloquy 5UU
Enchantment (M)
At the beginning of each opponent's upkeep, that player chooses a creature he or she controls that doesn't have a reflection counter on it and puts a reflection counter on it.
At the beginning of your upkeep, for each creature with a reflection counter on it, put a token that's a copy of that creature onto the battlefield, except it's a Sliver in addition to its other types.
(Probably NSFW) So you may have heard I'm trying to write a TV series...
Most Nominated for Random Categories, 2013
"No," he stated slyly, "Now let me make my own proposal."
The Hero ripped open the very space in front of him forming a massive swirling portal, something he had been preparing since he landed here. Within it more than a dozen massive wurms, dragons, and beasts could be seen. They were the creatures who were encased in the sandstorm on Akar, still very alive, still very angry.
"Now you can pull the portal closed yourself which should at the very least shred one of your limbs in the process," he said in a calm tone, "or you can take your chances with the angry horde."
Sorcery (R)
Choose up to three target face-up exiled creatures. For each creature chosen this way, any player may have Summoner's Gambit deal X damage to him or her. If they don't put that creature onto the battlefield under your control.
Generals meant to be drafted first in a single pack of 6 cards.
And here is the actual cube, meant to be drafted in 4 regular sized packs. (60 card decks)
Round 0
Round 1
Ruinway Trap 3UR
Instant - Trap (U)
If an opponent casts an instant or sorcery, you may pay UR instead of paying Ruinway Trap mana cost.
Each opponent chooses one — Return target creature they control to its owner’s hand; or deal 3 damage to target creature they control.
In no way is it stated that the choices in the Sikkai regions were ever easy.
Mage-Ring Inhibitor 2GW
Creature - Human Wizard (R)
Instant or sorcery spells cost 1 more to cast.
Rolling the planar die costs 1 more.
"Their infernal humming grinds the world to dust. I will make them silent."
—Balastri, Stone Caste lifewright
2/3
Trail of the Mage-Rings, Vryn.
The Waking Spires
Plane — Vryn
At the beginning of each player's upkeep, that player puts the top three cards of his or her library into his or her graveyard. For each instant or sorcery card put into a graveyard this way, that player draws a card.
Whenever you roll C, you may cast target instant or sorcery card from a graveyard without paying its mana cost.
Trumpets blare across the desert, and it is heralded: a massive construct of spires and rings, like a hollow castle, moving slowly across the landscape upon a bed of mechanical legs and levitation pulses. It is the Waking Spires, impossible architecture powered and made mobile by the arcane engine that forms its heart. It scuttles about Vryn in search of more knowledge to be had. Within its twisting hallways that rise towards the sky, mage-saints, ringmasons and spellwrights alike pursue the codification and understanding of all there is to know.
Inhibitor's Chant 2WG
Instant (U)
For each instant or sorcery card in target opponent's graveyard, exile it and that player chooses one — You put a 1/1 green Saproling creature token onto the battlefield; or you gain 2 life.
"Thus is the price for your foolishness."
—Balastri, Stone Caste lifewright
My Pauper Cube ♤ The Pauper Cube Thread Common Knowledge — 1 2
Previously:
Sorcery {C}
Fateseal 2. (To fateseal 2, look at the top two cards of an opponent's library, then put any number of them on the bottom of that player's library and the rest on top in any order.)
You may roll the planar die.
As the Eldrazi rose in power, so did the Roil.
Round 1
Plane - Zendikar
At the beginning of each player's draw step, that player draws an additional card, then discards a card.
Whenever you roll C, each player shuffles the cards from his or her hand into his or her library, then draws that many cards.
Sea Gate Illusionist 2UU
Creature - Human Wizard (R)
When an opponent draws a card, that player may put a 1/1 blue Illusion creature token with flying onto the battlefield under your control. Otherwise, you draw a card.
When Sea Gate Illusionist leaves the battlefield, exile all Illusion tokens.
"Shall I summon beasts or make your head look bigger?"
1/3
Round 0
Round 1
Spear of Tempus 3
Artifact - Equipment {R}
Whenever equipped creature deals damage to a player, exile target permanent that player controls unless that player has Spear of Tempus exile target permanent you control instead.
WU, T: Return target spell exiled by Spear of Tempus to the battlefield under its owners control.
Equip: 2
^ Done by ME! (My first banner)
1. Design a new Ravnica mechanic for one of the old guilds and make a card around it.
2.Design a mono-colored card using two Ravnica mechanics that both come from the color you're using.
3. Blow up a land.
Winner is Judge Wins:
1 2 3 4 5
Round 1
Whenever Seeker of Ashara becomes blocked, each player reveals his or her hand. You gain life equal to the number of instant cards cards revealed this way.
"Even into the bounds of Night, I will seek her glory."
Round 0
Round 1
Spellspring WU
Sorcery {R}
Any opponent may have you gain 3 life. If no player does, draw a card.
Storm (When you cast this spell, copy it for each spell cast before it this
turn. You may choose new targets for the copies.)
"Someone who can choose automatically assumes to have a choice. How
ironically erroneous." - Arrahua, enemy of the guildpact
"Well here goes nothing"
The captive said as he grasped the small obsidian die and threw it in a high arc in the air. As it cascaded downward, the captive for a moment thought that maybe it would land blank side up and this whole mess would be over with. However, he knew better, if that was the case they would just force him to roll again. Then the dice landed on the hand shaped symbol.
Then there was silence.
After a while the captive then spoke “ So was it supposed to do someth…” then without warning he was thrust backward into…
Snow.
He emerged up from the snow pile which he'd fallen into, to be greeted by wind that cut through his clothes like a knife. The court he had been in had vanished, and now replaced by ice and snow. if he squinted he could make out the vague shapes of snow covered mountain ranges He began to shiver involuntarily, he was not prepared for this frigid clime.
Then again perhaps that was the point.
Well he had only two choices now, either sit here and freeze to death, or start walking, and if he was lucky he could find civilization if there was any to be found.
Wrapping his arms around him for what little warmth he had, he began to set out in this strange new plane.
Used as the symbol for the planeswalk symbol on the planar dice.
The Card:
The plane:
Reisia, a plane of eternal winter, home of bitter winds, ice, and savage beasts. Yet despite this several species have managed to flourish here. Playful and creative gnomes live in small communes. Humans have established fortified and technologically advanced cities, amongst the mountains and frozen forests the mysterious and druidic yeti’s dwell. Yet despite the relative peace, in citadels atop frozen oceans the cruel and cunning merfolk, plot to use one of this planes oldest secrets to eradicate any that stand in their way....
“ There’s no nice part of this plane is there?”
He said struggling against the wind, that was surprisingly blowing even harder than it had been when he first arrived here. He had found the gnomes and they had provided him some shelter but they were annoying creatures at best. They said there was a human city if he kept going to the east. Now all he saw in front of him were large rocks in a billowing landscape of cold.
Crack…
The small crack below him made him realize that he wasn’t on solid land but walking on top of a frozen lake. The rocks were really just medium sized glacier wedged there by the wind and ice. The wind blew around him, knocking him on his knees. He struggled in vain but, soon found himself giving in. He then saw something with wings descending in the cold. Then all was black.
He awoke in a bed, the softness of the sheets surprising him. He sprung up to find that he was wearing different clothes than he had before, these had runes sewn into them and carried a soft glow. He moved around the room he was in and looked out the balcony of the room.
He was in a city of steel and marble. He looked out into the city that spread out, and even further out he saw the winds still blowing furiously down below. Yet this city remained untouched. He soon saw why as he craned his neck to see that great tower further into the city. It’s black stone and metal glowed with magic power.
“ You are awake.”
He turned and saw a knight, the armor and helm obscuring the face. As the knight approached he saw a large white sphinx following. For a moment he caught the sphinx's eye and it snarled at him, though the knight seemed to take no notice.
“ Had my patrol not spotted you, you may not have survived the winds as you were.”
“My thanks, I suppose.” He said
“ Do not thank me yet. We are not sure who you are stranger, and until we know you are our guest here. We have been tricked by merfolk before. If you require anything ask the guard at your door. Welcome to Frostwind Keep.”
With that the knight exited shutting the door.
He turned back to the balcony and looked in the city. He was in a safe place for now, time to plan, to gather strength. Yet funny how being a guest seemed a lot like being a prisoner.
The Card:
"Interesting,but I have a counter proposal."
Fight or Flight 1GU
Sorcery (R)
Target player may return target creature they control to it's owners hand.
If they don't, target creature you control gets +3/+3 and hexproof until end of turn.
You have a chance to run now, I'd take it, you won't get it later.
The Anabyn
Stay Hungry My Friends....
Hold Hostage 1BR
Sorcery (R)
Gain control of target creature unless its controller sacrifices each other creature he or she controls.
"Payment is for people with no other options."
- Carvan, Ravnican Demon
Team Laviquar
You got 99 attackers but I'm blocking with 1.
The Winner is Judge | 7
This Winner is Also Judge | 6
Club Flamingo | Lots