Tanair and Usi regain consciousness, and sit for a solid hour before saying anything. "Usi, is that really you?" Usi sat there for a second, then jumped on to Tanair's largley motionless body. "Of course it's me, you idiot." Tanair was still thinking.
Quiet Recollection3U
Enchantment (U)
At the beginning of your upkeep, put a thought counter on Quiet Recollection.
Remove two thought counters from Quiet Recollection: Draw two cards. "Sometimes you need to take a moment to bask in the world and reap its fine knowledge. Only then will you know its secrets."
-Entrias, Sage of Everthorn Wood
Private Mod Note
():
Rollback Post to RevisionRollBack
My thoughts are with the friends and family of the Orlando Shooting victims and with the rest of the LGBTQA+ community.
Check out my Newborder Peasant Cube here! http://www.cubetutor.com/draft/37467
Necarg, please don't acknowledge this in any way whatsoever.
True Name Mafia (Win),Clan Contest IX Mafia (Win), Bravely Default Mafia (Loss), BOTAS (loss), BfV (Loss), Ace Attourney (loss)
Rules Advisor before they were eradicated
Your Card: Cards that gain you a conditional amount of life don't have a very good track record, but cards that gain life and cantrip are significantly better. This is probably worse on average than Dosan's Oldest Chant, since when you're down you need reliability, but it's likely better than Rejuvenate. This is not the kind of card that really delights many people, but it is the kind of card that sees print.
Your card: The value of this card is extremely conditional. There will be circumstances where you really want both effects, and circumstances where neither will help you. Dramatic Reversal has never put in that great a performance, and a conditional Raise Dead is nice, but a conditional upside on a conditional card is just too conditional. There will be times where this card is great, but not that often, and most decks just shouldn't play it. You may be able to get to some shenanigans with sacrifices, but nothing too broken. This card feels like a trap.
Your card: I almost forgot about conspire. This card is simple, but printable and playable. The base card is unexciting as a 4 mana Sign in Blood, but it isn't that hard to draw 4 cards of this, and then it gets pretty good. If you have a board stall, this can start to look like Necrologia, one of my favorite cards. It can also shoot your opponent to death pretty well in the late game. I will say that it doesn't seem like a monoblue deck should have access to something that can be used as a pseudo-fireball, but it doesn't bother me that much. This card does want you to build a more creature-heavy deck, which black/blue doesn't like to do as much, which is something to consider.
(No card)
(no card)
Your Card: This is nice. It's a quiet card with deceptively powerful effect. Your deck has to able to survive to the late game, but you can generate a lot of value off of this. I think this card perfectly encapsulates what's going on between your two characters right now. It seems like a quite printable card, and one that I would be happy to try. This isn't quite as powerful as Honden of Seeing Winds, but it's an inventive take on the ability. It makes perfect sense for Tanair and Usi not to take part in the chaos for a bit.
Group results:
"Are you okay?" Asks Brackorl tenderly.
"I'm fine." Says Imini dismissively. Shalin starts walking the bound bandits out of the tent. "What are you doing with them?" Imini asks. Shalin tells her that she is taking them to local authorities. "Are you crazy? Local authorities are fighting a war."
"We should just put 'em out o' their mis'ry quick like." Nozeer, the strongman interjects. He was never known for his intellect.
"That one seems like he's important." Says Imini, ignoring Nozeer.
"I am Deoven, twelfth chief of the Marauders' Court." His companion whimpers over his missing hand. "I will do whatever you ask if you'll spare my companions and I."
"Seems honorable for a bandit." Mumbles Imini suspiciously.
"I am only what I have to be." Deoven responds.
Meanwhile, Kit is seeing to the baby aven. It took a bump to the head, but it'll be fine. Rimney makes an inappropriate joke about if Kit was his wife, then asks for liquor. In the middle of the tent, Lugario is talking to Nilt. Adalia interrupts "You're not wrong, but we're a circus, not an order of knights. We barely saved the tent, how are we supposed to save a city? We'll all be killed." Lugario hushes her, and addresses the whole tent.
"Listen!" Shouts the orc. The tent silences. "We're in a real sh*t storm here, and while I won't say I've never seen anything like it, I've never seen anything-- exactly like it. Our great warrior, Nilt here thinks we should do our part for the city, and fight back and all that. I'm not much of a soldier as most of you know, but we can't very well hide in this tent either. We stick out like Gornarl among Kithkins." Great Gornarl pokes his head out of a crate. Brackorl has been using this time to take stock of the situation. He's poked his head under the tent to check on the carts. One of them is flipped and broken. Another is currently being driven off, laden with all manner of ill-gotten gains. The third is currently beset by multiple bandits. "Now we do have one seasoned soldier in our number-- Brackorl, what do you make of the situation?" Brackorl pokes his head back in the tent.
"They're taking the carts!" Says the kor (you can elaborate your statement if you like, Brackorl). The carts are the circus's means of travel, and are also full of your day to day living supplies. It's mostly replaceable, but you certainly can't afford to replace it right now. At that moment, Guzlo runs into the tent panting.
"Baryhl-- fighting birds-- needs help!" The goblin wastes no time going to the cage of Pion, the largest and most erratic of the circus's cats. On more than one occasion, Pion has very badly wounded Guzlo, and even Shalin can't predict his tempers. The goblin looks like he's already taken a beating, with a nasty gash on his forehead. He rushes out of the tent with Pion without waiting for a response. Lugario doesn't seem to know what to say.
Outside the tent:
Your Card: Huh. That's interesting. When you get down to it, it's a double Clone with downside. Not bad for six mana. The downside can even work in your favor if you copy one of their creatures. This at instant speed can lead to some pretty complicated combats. It isn't as ridiculous as Rite of Replication, but in a lot of the same decks, it can have similar impact. This is a powerful and interesting card, and I like it. I will say that the magic it represents is once again beyond what I would have considered Baryhl capable of doing. Then again, I nerfed your Aethersword last round, and that was a cool and interesting design too. I'll give it to you, but at a price.
Result:The avens are looking at you like a pile of jewelry. "What is it?" Asks the aven on the left.
"The dragon will know what it is." Says the one on the right.
"It is rare! The dragon will be pleased." Sings the one on the left. They are focused entirely on you, and you on them. Nobody even notices when Guzlo slips away. They begin to close in, and you become aware that you are alone. One of them swipes at you with its talon, but you slip barely out of the way. They are trying to take you, not kill you, which is much more dangerous for Baryhl. Hopelessly outnumbered, you draw upon all the aether you can to perform one of your most difficult feats. You've used the split form in your act, but you know that you can't maintain if for very long. You succeed in confusing the avens for a moment, but you seem only to further increase their interest in you. You dodge a claw, a tackle, and a swipe, but one of them grabs up one of your selves, and begins to lift it of the ground.
Note: Please clarify how the clones work. Are they all literally you, or is there one real you with two temporary clones?
Your card: A brave little goblin indeed. This card is super dangerous to play, and compares poorly to something like Watchwolf with consideration to the enormous drawback-- until you consider the drawback as an upside. This is a legendary creature in two colors, making it an obvious consideration for a commander, and with a deck built to abuse free discards, this is basically Putrid Imp the 4/4 as commander. Sure, they can steal it, and in a multiplayer game, they absolutely will, but you can get it back any time you want for no mana at instant speed, and your deck will be built to utilize this more than theirs. Not only that, this is a 4/4 for two. Not a bad rate, even if the body is pretty vanilla. Your opponents won't want to waste a card removing this, since they can steal it for themselves, but Pion still works your deck from their side of the table. This card is super weird, and dangerous to play, but unlike most of the super weird and dangerous cards that have come up over the course of this game, this one seems abusable in a really interesting way. My biggest problem with this is that it doesn't really feel like a black/white card. It harkens to things like Crag Saurian and Custody Battle that are generally only found in red. Then again, as stated the coolest thing about this card is its EDH implications, and mono-red would diminish that greatly. Black/red would be the ideal, but I'm not sure it feels black/red. I definitely like this design, though.
Result: The avens are discussing Baryhl, and you sense an opportunity to slip away. You run as fast as you can to the tent, where they seem to be having some sort of a meeting. You tell them about Baryhl, and grab Pion. He seems confused more than anything (confused and hungry). Without missing a beat, you begin leading Pion outside the tent, where you see Baryhl fighting desperately. He has split himself in three, but you know that he can't maintain that for long. On your next post, you can post as Pion the lion if you like. I imagine your plan involves cats eating birds.
An Experience point to: Nilt for a really solid card. Tanair and Usi for an appropriate response to what just happened to them. Kit for being so damn important to the group, even without posting a card. And Guzlo and Baryhl both for crazy and interesting cards, as well as difficult experiences. I know that gives at least one of you enough points to level up. I'll copy the below information to the first post.
You level up by paying three XP. That allows you to improve your avatar. You can increase your converted mana cost by 1 if you like, and you can make the card more powerful. Even if it doesn't look like it, I do consider how your character cards match up to enemies like the Aven Bandit card I posted two updates ago. I'll also be more likely to give splashy and powerful effects to characters with higher mana cost, as mana cost is an indicator of how powerful your magic is (not that the goal is to become super expensive.) You can also just improve the stats you already have. For example, Guzlo could very logically take first strike. You can save your experience points and use them whenever you wish.
Grevax, Master Illusionist1U
Legendary Creature — Human Wizard [R]
Skulk 1U: Return Grevax, Master Illusionist to its owner's hand, then put a token onto the battlefield that's a copy of it.
2/2
Experience: 2
"We cannot allow them to pilfer our supplies!" Grevax shouted. He ran outside the tent, then cast a spell to inhibit the bandits.
Collective Sagacity2U
Instant [R]
Escalate—U, Exile two instant and/or sorcery cards from your graveyard. (Pay this cost for each mode chosen beyond the first.)
Choose one or more:
-Counter target spell unless its controller pays 3
-Search your library for an instant or sorcery card and reveal it. Shuffle your library, then put that card on top of it.
-Return target creature to its owner's hand.
Brackorl, the Burnished ThroatRW
Legendary Creature - Kor Rogue (R)
Noncombat damage is dealt to Brackorl, the Burnished Throat in the form of Brackorl getting +0/+2 until end of turn and you gaining 1 life for each 1 damage dealt. 3, T: Brackorl deals damage equal to the number of Equipment you control to target creature. "It's not too hard of a gig - just leaves a man wanting a drink."
1/2
Experience Points: 1
Brackorl is torn between wanting to help out Baryhl, given their camaraderie; doing the practical thing, and saving the carts; and doing the noble thing, and trying to save the city.
"Naturally," says Brackorl, "they went for the carts. They're not stupid. But I know armies, and that's no army. That's a scared, hungry mob, and they're not going to want to go after prey that fights back. If we can mount any kind of serious resistance within the city itself, we can probably drive them off long enough for... well, long enough. And hopefully that'll clear our way out and keep our rear secure. But we're not going to be able to do any of that with no carts and no supplies. Of course, that's just my opinion. But who's with me? Great Gornarl, you're game, right?" The wheels of strategy turn in Brackorl's head - rustily, of course, since the Kor hasn't seen a real battle in a long time, although not long enough to forget all about it.
Prepare for Slaughter2RWB
Sorcery (U)
Target creature gets +1/+0 until end of turn.
Target creature gains double strike until end of turn.
Target creature gains trample until end of turn.
Target creature gains lifelink until end of turn.
Target creature gains vigilance until end of turn. War is never the wisest nor the kindest course of action, but it's often the most effective.
Ky'thnel, Sweets Vendor UG
Legendary Creature - Elf T: Untap target creature.
1/3
"A little treat to keep you going!"
Minor wound: Bruised shoulder
Exp: 3
"Is now really the time to think about alcohol?!" she scolds the other orc and sighing heavily. Carrying the baby closer to the others as they conversed. "Wait! Guzlo you'-Oh he's out again..." The elven woman would shake her head, that goblin was brave, she could give him credit for that. Gently cradling the little one, but she was nervous, and still visibly shaken from the ordeal from earlier. Listening in as they talked over their plans as well. "I'm willing to help. I'm no fighter, so I need directions... and if possible, a way back to the kitchen and whatever supplies I can get to start brewing up some food and medicine for the injured." she continued. "And a safe spot for the little one and anyone too incapacitated for to fight. I'm better of at home than on the battlefield, but this is my home and the battle's here and I want to help." Pointing out the need to get anyone else who couldn't fight out of harm's way.
Dutiful WillUG
Instant
Choose one or more-
* Untap up to two target creatures.
* Scry 4.
* Draw a card.
Escalate 2 "I can't fight, doesn't mean I won't help."
Nilt, the Incontainable [mana]1GU[mana]
Legendary Creature - Elf Druid Rogue
Skulk GU: Return ~ from the battlefield or exile tp its owner's hand.
1/3
Exp - 3->0
!LEVEL UP!
+1 toughness
"Verse of the Willow" Ability Gained
Nilt, the Incontainable1GU
Legendary Creature - Elf Druid Rogue
Skulk (G/U): Untap ~. GU: Return ~ from the battlefield or exile to its owner's hand.
1/4
Ok, Nilt had hoped Lugario would have taken a more measured approach to his advise. Then again this was Lugario, he should have known better. Now, the carts. Nilt was more lean than beef, so how does one remedy that? Weapons! But Nilt wasn't trained in any sort of martial technique... but he could juggle! Nilt reasoned, "What is a juggling/bowling pin but a dolled up club? It's heavy on one end, thin and gripable on the other. That says blunt weapon to me." A quick rummage through a nearby prop chest and..,
Baryhl Deathdodger1UB Legendary Creature - Aetherborn Rogue
When Baryhl Deathdodger enters the battlefield you lose 1 life for each time it has been exiled this turn.
If Baryhl Deathdodger would die, exile it instead then return it to the battlefield under its owner's control. "Sometimes... I wish the curse would just let me die."
2/1
-Your character's role in the circus:
Death defying stunt man (Deathdodger is his stage name) -A brief description of your character's place of origin:
Barrel wasn't born so much as he was materialized from the Aether on the streets of Kaladesh's night market. Tezzeret has seen something special in Baryhl and transported him to Grelwyn. The planeswalker has left him in Legarios care. -Your character's reason for running off and joining the circus:
The Aetherborn are typically short lived due to the nature of their being as primarily composing of Aether residue, but Barrel's being has not dissipated and while his closest Aethrborn compatriots die off, he is feeling more and more isolated. He seeks longer lasting companions and combined with his inability to suffer mortal harm, the circus provides a venue for his talents and the family he never had. -One other person in the troupe that your character either really likes, or really hates:
The streamer-fairies. They are the worst, always happy and colorful. -An important item your character possesses. (nothing powerful):
Tezzeret has left him an amulet that Baryhl can activate in case of a dire emergency. -An important memory, or fear your character has:
Barrel has become exhausted of life and lost his passion for anything. He fears what will happen when his body is too old to survive, but his essence will force him to live.
Gruesome DisplayUB Sorcery
As an additional cost to cast Gruesome Display, sacrifice a creature.
Target creature can't be blocked this turn.
Draw two cards. You want to take your eyes off of it, but you can't look away. It's what you paid to see.
Baryhl catches the glance of near by Brackorl and knows exactly what to do. Rimney was a bit of a dolt, but he was still family and no one hurts Baryhl's family and gets away with it. Calmly, but with a determined urgency, Barhyl starts pressing through the panicked crowd who are running in the opposite direction. It is't long until he can see Deovan's gaze turn towards Brackorl and it seems almost against his will, but he fires at him. Instinctively, Baryhl shoves Brackorl aside as the crossbow bolt buries itself in Baryhl's back.
Forced Martyrdom1(W/B) Instant
Until end of turn, if damage would be dealt to target creature or player, you may have that damage dealt to another target creature you control instead. Whether the sacrifice is noble or selfish in cause, there is still a martyr who has to pay the price.
(I know what you're going to say, but I wanted to try it anyway. I'm not going to try to justify it right now because I want to see how you judge it, then I'll comment on my reasoning)
OOC: I knew the card was out of the color pie, but I thought it was an interesting shift because it really was about being selfish and passing the buck to someone that maybe doesn't deserve it. The shift was mostly done from a flavor standpoint but I think it works mechanically as black as well as white.
Barhyl looks down and sees half of his torso missing and sighs. His flesh doesn't so much regenerate as it does materialize. For most Aetherborn this comes at a great cost to their life expectancy and require substantial amounts of accessible mana, but for some unknown reason Baryhl just syphons ambient mana and Aether in what seems to be a limitless supply for this purpose and this purpose only. Things have been a bit different on this plane where Aether is not so abundant. When he needs to rebuild significantly it sometimes takes from other beings. He hasn't told Lugario this yet, but it's only a mater of time until some poor sap in the stands dies of a heart attack when Baryhl repairs one of his crushed chest cavities. The minor injures that don't really require a substantial amount of material to repair don't seem to have this affect, but when he loses a limb or substantial mass, he know the replacement mass comes from somewhere, he just doesn't always know where. He hasn't been so foolish to test the full limits of his abilities, so who knows what extents of damage he can repair.
While full of hate for these bandits Barhyl concentrates on repairing his injury and can feel the aether being actually being pulled from the bandits themselves... this would imply they are summoned... by a planeswalker. "We have company" Barhyl thinks to him self.
Syphon Aether2BB
Instant [UNC]
Syphon Aether deals damage to each creature equal to the damage already dealt to it this turn. You gain life equal to the damage dealt this way. At first, the Aetherborn were synonymous with vampires, but it became clear they were less parasitic in nature and much easier to kill.
Brayhl cooly brushes himself off and then hears Lugario shout "Where's Guzlo!?". Quickly, Barhyl glances around the room and catches a glimpse through the open door of Guzlo in particular danger down the street. Barhyl sprints outside to Guzlo's side and pulls out his:
Aetherblade3 Artifact-Equipment [R]
Equipped creature gets +2/+1.
Whenever equipped creature deals combat damage, you may shuffle it into its owner's library. If you do, you may cast a spell as though it had flash by paying the mana cost reduced by up to 3.
Equip 1
It was really only Barhyl's intent to look menacing with a scary blade. He does not have much in the terms of combat skills. His plan worked well, but then these three Aven goons showed up and Guzlo ran away... great. The Aetherblade was a trick that Tezzeret showed him. Much like the Aether that he himself is comprised of, it's really a solid magical manifestation of material. It's not a blade of metal, it's a blade of Aether, but it is not so much a "magic blade" as it is a blade made of magic. It's solid, just like Barhyl is himself. He can hand it to friend if we wanted, but if you know how to truly wield it, it can act a bit like a mana battery and that's what he was going to have to do here. Making a frantic lung at one of the Avenandits, he manages to just scratch one as it dodges away, but he drew blood and that's all he needed.
Triple Threat4UB
Instant [R]
Create two tokens that are copies of target creature. Those tokens have "Whenever this creature is dealt damage by a spell or permanent an opponent controls, it deals that much damage to each other creature with the same name as this creature." It's not just your eyes playing tricks on you.
+1 Round 3
+1 Round 5
Total: 2
Arboreal Combustion
Convoke
All creatures lose flying until end of turn.
For each red creature that helped you cast this spell, ~ deals 2 damage to target creature with flying.
For each green creature that helped you cast this spell ~ target creature gets +2/+2 until end of turn.
(Do both if was RG spent.)
An update is in progress. I'll post it before I go to bed (hopefully within an hour or two).
Edit: I just realized tomorrow is posting day. I've got most of a post ready to fire, but I'll give a little more time for Shalin to post, and Baryhl to finish a design.
Your card: Like any modal card, one must evaluate all the modes to determine balance. These are really powerful abilities, but all of them have been carefully overcosted. Then again, if this was just a charm without escalate, it would already be good. Compared to the abilities of Temur Charm, for example, it already compares favorably with a much easier mana cost. Throwing escalate on top sounds pretty insane, and changes this from a utility card to a potential blowout. Then again, that's what escalate is designed to do as a mechanic. I don't like how similar this is to Mystic Confluence. Two of the modes are identical, and it feels very similar when you cast it for 5. The confluence is a little more powerful at 5, since you can reuse modes, but the scalability of this gives it so much utility that it likely outclasses confluence. The main problem with mystic confluences is same problem with every expensive instant/ sorcery. This card solves that problem by having a backup cost of 3, and actually being quite efficient at that cost. Mystical Tutor is no joke, even if it costs 3, and the other two modes are useful in almost any game. Casting this for 3 is utility, casting this for 4 is insane value, and casting this for 5 is bombish. True, it's hard to get value out of the 5 mana Mana Leak, but the value is just unbelievable when you can get it. This card falls into the category of overpowered, but not outright broken. It's okay for them to print some cards at that power level, but it's always dangerous. Then again, it's not unprintable, just scary. One major note here: you are Grevax the illusionist, yet most of your cards designs aren't really focused on illusion magic, just blue magic. I'd like better defined limitations on your abilities.
Result: Grevax roars, and rushes outside of the tent ahead of everyone else, weaving a powerful spell. Having already used some powerful magic, you are pretty drained. The first cart is disappearing down the street. You would have to chase it down. The second has three separate bandits crawling about on it, laden down with ill-gotten gains. One is trying to control the mare who draws the cart, but she is freaking out a bit. Your spell clears your mind with a focused sagacity, and you fire your banishment spell at one of the three bandits. "Hey!" She shouts as she is shunted through the aether somewhere outside of town. The other bandits look over to you. You go to maintain your spell, but suddenly, it all catches up with you, and you collapse, momentarily overwhelmed, and then entirely exhausted. You know you'll be fine, and back to casting spells again, but you need to give yourself a moment. Unfortunately, that is the moment a huge bandit carrying a sack of pilfered cheese steps up to you.
"Big man with big magic, eh? I'm a big man too, eh? I've got big magic." He drops the sack, and his hands catch fire. Pyromantic Thug2RR
Creature- Human Rogue Wizard (U)
Trample
When Pyromantic Thug attacks, it deals 1 damage to each other creature, and each player.
3/3
Your Avatar: It looks like you're moving towards being a serious combo enabler of some kind, especially as a commander. I'm not sure what the name of the game is, but it would use things like Karametra's Favor and Instill Energy. The card is powerful and interesting, but not broken (unless it's part of an unseen broken combo).
Your Card: This is basically never as good as Trusty Machete, but it's a common, and it's a very important card for limited. Improvise is only ever a small upside, but it's not nothing, and this is the kind of card that teaches players how to use improvise well (as opposed to Foundry Assembler, which teaches you to over-extend for a mediocre card). This is nothing to write home about, but it delivers what it promises, which is a solid conk to the head.
Result: Out you go, bravely into the fray. Stepping outside the tent, everything is suddenly confusing. It takes a moment to gain your bearing, but you do realize that the one cart is down the road, and would be difficult to catch at this point, and the other that hasn't been broken is about to be taken off too. Two bandits look to be trying their best to get the cart out of here before more people show up to protect it. Unfortunately, that's not the only problem: Grevax looks like he could use immediate assistance against a very frightening foe. Which problem do you and your juggling pin wish to tackle?
Your Card: Jeepers. First off, there's no room for flavor text with all those lines. This is the combat trick to end all combat tricks. Some of these lines are more important than others, but they are all powerful. Usually, you will be targeting all at one or two creatures, but in a board stall, you might want to divvy it about. This is very often lethal, and when it's not, it usually changes everything when it hits the board. The cost is very prohibitive, and decks in Mardu don't necessarily have a lot of time for 5 mana cards that aren't creatures. This is kind of like Overrun mixed with Temur Battle Rage, and like Battle Rage, it puts the deck towards a Hatred-esque play style. If you have a really powerful creature out when you play this, they basically either kill the creature or die. I will note that Hatred-esque play is universally reviled due to its "answer it or lose for no reason" feel. But that's not a reason to shut this card down.
Result: "Great Gornarl, you're game, right?" The beast whimpers, and disappears back into his crate. He may be big, but he's not much of a fighter.
"Cowards!" Says Nozeer. "I'm with ya. Brack!" He and Rolan (the two strongmen) start improvising weapons. You step out of the tent to analyze the situation. Two strongmen stand at your side. With their great stature, you are an intimidating trio. You see all the things that I've laid out to the other characters. You do also see a confluence of activity a few streets over, where a lot of people seem to be running towards or away from, and several avens are circling above. Your instincts tell you that is probably the main arena of combat between bandits and local resistance. If you were to focus your efforts there, you might be able to break their assault, and free up soldiers to defend other parts of the city. Then again, it looks like Grevax and Nilt could use your help too.
Your card: Another escalate card. This one is much less powerful, and perhaps a bit more printable. None of the modes are all that powerful: even for 6 mana, this isn't really a blowout. More often than not, you'll probably use this to draw a card, and that's really not exciting. The most powerful mode for the cost looks to be 2UG: scry 4 then draw a card, but that's a lot to pay for what is basically a Preordain. I'd like this card to be ever-so-slightly more powerful, but I'm not sure how to do it without going too far. My suggestion would be to change the first ability to "tap or untap up to two target creatures".
Result: Unfortunately, the kitchen is on the cart that Grevax and the others are trying to defend. The tent offers some protection, but not much. The kids are quite frightened, and all the noncombatants are more or less gathered around you. Drim is holding onto his mother, Lanna is crying, Olrine doesn't understand what is going on, and is terrified, and Tanair and Usi are just sitting there like now was the time for an existential crisis. You did see a large, and secure looking church not far away which would be a much safer place to hide, but getting there could be dangerous. Peeking outside, you see Baryhl, Guzlo, and Pion fighting with three aven bandits between you and the church. You stand ready to do your part, but uncertain what that is. Great Gornarl might have the best idea, simply hiding in a box.
Your Avatar: Ha. I didn't expect the lion to gain first strike. The extra points of toughness are a logical introduction, and make the card a lot better, as it makes it harder for the opponent to kill Guzlo and get the lion. I don't even think it would be too much to make Guzlo a 1/4. That way he survives a Lightning Bolt. It would also make flavor sense that he could take a hit from the lion, but barely. I've got no issue with your design, and I like it, but I will say that not very many people are going to be willing to play a card with this kind of risk when there are risk free options like Blade Splicer. Then again, if Guzlo worked his way up to something like "1W: Guzlo becomes indestructible until end of turn", the card would suddenly gain a lot of mass appeal. That said, I understand that you enjoy designing cards with major drawbacks, and I have nothing against that.
Your Card: Once again demonstrating your propensity for undercosted cards with drawbacks. It's a little weird that you designed the lion rather than the attack, since we already knew it was Pion the Lion, but I'm not that worried about it. I like this design. A 2/2 flash for 1 is sweet, but the drawback is real. I think this is the first time where you've really struck that chord perfectly between strength of the card and the danger of the drawback. I like Pion better as a design, but Pion isn't good for honest reasons, whereas this card is honest. People would definitely play the crap out of this card, and it may or may not be powerful enough for Modern Zoo type decks, but it would absolutely be tried. Nice job.
Result: First there is a low growl, then there is a shrill squawk, then there are bloody feathers everywhere. Pion the Lion goes straight for the aven carrying one of the Baryhls. He leaps straight up, and effortlessly grabs the aven. It screams in horror and agony as the cat tears it to bits. "Kroshinder!" Calls one of the other bandits, clearly a good friend of the one Pion is enjoying. He leaps bravely at Pion, attempting to save his friend, and is pulled into the tussle. The third bandit continues to attack Baryhl.
Your card: Well, this isn't a finished card, but I see where you were going with it, and it's an interesting concept. The biggest problem is that just taking flying isn't worth that much, so unless you are tapping guys, this card isn't really worth it, but to allow you to tap more than one guy, this has to cost more than 1. My cost for this would be X(R/G). That way you can tap as many guys as you want, and it only costs 1 to use the backup mode of taking flying. It is a little awkward that that would leave an undefined X, but oh well. Another solution would be to charge (R/G)(R/G), and change the wording to something like "For each R spent to cast ~, and each red creature that helped cast it, ..." That limits the scope, but gives it utility without needing creatures. Also, the card takes flying, and deals damage to creatures with flying, which isn't right, but that could be fixed with wording. The biggest problem with this card is that Arboreal Combustion is not something that is within Baryhl's wheelhouse at all. You don't have any plant or fire powers. Then again, this card isn't finished, and you may have found the perfect flavor to put onto the card. This is an inventive and cool design, but it's unfinished, so I'm not entirely sure what to do with it.
Result: Guzlo came back, and he brought a friend! Suddenly you are not so hopelessly outnumbered. The cat takes down the flying aven. That Baryhl-clone is dropped hard, and his legs break. As described above, another of the avens jumps in to help his friend. That leaves two Baryhls facing one birdman. Those are much better odds.
An experience point to Grevax, and to Brackorl for general reliability.
No response from Shalin, who is probably engaged in heated discussion to decide what to do. No response from Tanair and Usi either, but they already said they wouldn't be doing anything for a bit.
Next: Perform your next actions. For a few of you, (Kit and Tanair and Usi,) this round may be a lull. Fear not, the scene is likely nearly over.
Sorry Megatroid. If you'll allow me an hour to finish it that'd be great. I designed this card with the intent of cast a free spell that tapped my two clones as an alternate cost and this is what I came up with. It was originally supposed to cost (R/G)(R/G), but then I realized it would be worthless to Barhyl in this situation since the clones were UB, so I was going to redesign it in UB colors.
Out of Mana, Barhyl uses the only resources he has left and calls upon the help of his clones. If he falls and injures himself, the clones should still remain in tact and functional, able to protect him, but if something were to harm them, he will be in a world of hurt.
Tar Tendrils(U/B)(U/B)
Instant [COM]
Convoke
You draw a card and you lose 1 life.
For each blue creature that helped you cast this spell, target creature gains or loses flying.
For each black creature that helped you cast this spell ~ target creature gets -2/-2 until end of turn.
(Do both if was UB spent.)
No problem. I'll take the late submission. I'm willing to be pretty lenient on that kind of thing.
Your card: This is cool. The fallback is a cantrip, even though it costs a life, and that's never that bad. This card is not unlike Kit's card in that way. You are definitely given incentive to tap black creatures to play this, and in a monoblack deck with a lot of creatures, this gives two creatures -2/-2, and draws a cards for the low price of two creature taps. Not bad. Stunningly good, in fact. My biggest problem with the card is the imbalance towards black. If you tap black creatures for this, it's insane, but tapping blue creatures for this is hardly ever useful, especially since blue creatures often have flying anyway. I really like this card, but I think the balance could use a tweak. While the black half threatens to be some of the most efficient removal we've seen, the blue half... exists. If I were redesigning this card, I would do something like "For each blue creature that helped to cast ~, target creature gets -3/-0 and loses flying until end of turn. For each black creature that helped to cast ~, target creature gets -0/-2 until end of turn." That balance isn't perfect there, but you see what I mean about evening the modes. As written, this card is super powerful, but you only get the benefit if you tap black creatures, making it hard to use, but skill intensive, and fun. The cantrip ability means that this will never be all that bad. I like the card a lot, though I think the power level is a bit dangerous: double -2/-2 plus a cantrip at 0 mana instant speed is flat broken. This isn't that most of the time, but two black creatures aren't that hard to get, and you can always cycle this. I think of this as a monoblack card, and in monoblack aggro builds, you could do worse in any format, but the card is hard enough to set up that it would only ever be a niche card.
Result: I now understand more how your clones work. You've been dropped, and your legs have broken, but the clones can protect you for as long as you can maintain them. Luckily, Guzlo's lion has two of the enemies distracted. Suddenly, the bandit is the outnumbered one. You see a flash of fear in its eyes, and it goes to take off, but you give the signal for your clones to perform their most advanced trick, the 'inky arms'. The two of them dance about as if this were any performance, and lash out, wrapping the aven all over, and pulling it to the ground. Your clones are strangling the creature, and it lashes about wildly, trying to get in a slash or something. It seems to take forever, and the beast is still struggling. You know a small wound to one of your clones could finish you, and more than once, a talon very nearly slashes a clone. The damn beast simply won't die. It keeps getting a breath at the crucial moment.
No problem. I'll take the late submission. I'm willing to be pretty lenient on that kind of thing.
Your card: This is cool. The fallback is a cantrip, even though it costs a life, and that's never that bad. This card is not unlike Kit's card in that way. You are definitely given incentive to tap black creatures to play this, and in a monoblack deck with a lot of creatures, this gives two creatures -2/-2, and draws a cards for the low price of two creature taps. Not bad. Stunningly good, in fact. My biggest problem with the card is the imbalance towards black. If you tap black creatures for this, it's insane, but tapping blue creatures for this is hardly ever useful, especially since blue creatures often have flying anyway. I really like this card, but I think the balance could use a tweak. While the black half threatens to be some of the most efficient removal we've seen, the blue half... exists. If I were redesigning this card, I would do something like "For each blue creature that helped to cast ~, target creature gets -3/-0 and loses flying until end of turn. For each black creature that helped to cast ~, target creature gets -0/-2 until end of turn." That balance isn't perfect there, but you see what I mean about evening the modes. As written, this card is super powerful, but you only get the benefit if you tap black creatures, making it hard to use, but skill intensive, and fun. The cantrip ability means that this will never be all that bad. I like the card a lot, though I think the power level is a bit dangerous: double -2/-2 plus a cantrip at 0 mana instant speed is flat broken. This isn't that most of the time, but two black creatures aren't that hard to get, and you can always cycle this. I think of this as a monoblack card, and in monoblack aggro builds, you could do worse in any format, but the card is hard enough to set up that it would only ever be a niche card.
Result: I now understand more how your clones work. You've been dropped, and your legs have broken, but the clones can protect you for as long as you can maintain them. Luckily, Guzlo's lion has two of the enemies distracted. Suddenly, the bandit is the outnumbered one. You see a flash of fear in its eyes, and it goes to take off, but you give the signal for your clones to perform their most advanced trick, the 'inky arms'. The two of them dance about as if this were any performance, and lash out, wrapping the aven all over, and pulling it to the ground. Your clones are strangling the creature, and it lashes about wildly, trying to get in a slash or something. It seems to take forever, and the beast is still struggling. You know a small wound to one of your clones could finish you, and more than once, a talon very nearly slashes a clone. The damn beast simply won't die. It keeps getting a breath at the crucial moment.
Well, you and Guzlo can probably finish off the avens, but there's still the matter of the carts, and Brackorl is talking about a larger defense, although Baryhl wouldn't know anything about that. For you, I'd say the task would be to finish them off and either get back to the tent to rest, or help with the carts.
Sorry about the absence - life got in a way a bit. I should be back to regular posting, though.
Shalin NariyaRGW
Legendary Creature - Elf Shaman
At the beginning of combat on your turn, you may gain control of target creature an opponent controls until end of turn. If you do, that creature deals damage equal to its power to Shalin Nariya, then untap it and it gains trample and haste until end of turn.
: Shalin gets +0/+1 until end of turn.
2/2
EXP Pts: 1
With things a lot less chaotic around the tent, Shalin could now focus on retrieving the cart containing their supplies. Byakko scratched at the bars of her cage, in the direction of the runaway cart. The girl turned her head toward the white cat before shouting toward Nilt and Grevax, "Don't worry about the cart - I got it!" She faced Byakko and pointed in the direction of the run away cave, petting her companion for a few seconds. She didn't want to have to utilize her most daring stunt of the circus in such an uncontrolled area, but she had little choice in the matter. The lithe elf quickly attached a harness to Byakko's back, the white-furred creature's paws glowing a faint red and its claws glowing a faint green. Scurrying into the harness, she cried, "Chase it down, girl!" The cat lunged in the direction of the runaway cart, Shalin holding on for her life as her mount's rapidly-flexing back seemed to flail the girl about during the chase.
Furystoker's Bridle2
Artifact - Equipment {U}
Equipped creature gets +2/+0, has haste, and can't be blocked by more than one creature.
Equip 2
Private Mod Note
():
Rollback Post to RevisionRollBack
A mere ten days after the Mending, a young knight of Valeron and a young ranger of Eos made a discovery that would change Alara forever.
"Yeah...bad call to go outside..." Kit would stay with the kids for the moment, looking back at the little ones. No point in going out when the ruckus was still getting on and she would be a liability if she went out. Giving the kids a gentle and 'a trying to comfort them' kind of hug. "It'll be over soon." She would tell them.
OOC: Yeah...best course of action right now. Do I need a card for this?
Ky'thnel, Sweets Vendor UG
Legendary Creature - Elf
T: Untap target creature.
1/3
"A little treat to keep you going!"
Nilt, the Incontainable1GU
Legendary Creature - Elf Druid Rogue
Skulk (G/U): Untap ~. GU: Return ~ from the battlefield or exile to its owner's hand.
1/4
Gah, ok maybe fighting was a bad idea, but it seems the only way out now. Grevax seems to be dealing with a... pyromancer? Great. But the carts! No, Grevax is your friend. You can replace carts, eventually. Grevax, less so. Plus, if he's not fighting that wizard mook, Nilt and him both can focus on the carts! Ok. Nilt swoops up behind the firey brute, and bring his club down in one swift motion.
Sucker Punch(R/G)(R/G)
Instant (C)
Split Second
Target creature you control deals damage equal to its power to target creature you don't control. And he never knew what hit him.
OOC: Nilt has skulk which lends itself to a split second. I know this is more flavourful at this point, since the club pushes his power to 3, but I'm a little vague on how much intention and the jist of a card is wieghed against the literal wording. Additionally, it regards to our Avatars; how cohesive do they have to be? I leveled up Nilt's card in a way that makes sense to his character and development, but less to a card with a plan. How should I go about that in the future?
Brackorl, the Burnished ThroatRW
Legendary Creature - Kor Rogue (R)
Noncombat damage is dealt to Brackorl, the Burnished Throat in the form of Brackorl getting +0/+2 until end of turn and you gaining 1 life for each 1 damage dealt. 3, T: Brackorl deals damage equal to the number of Equipment you control to target creature. "It's not too hard of a gig - just leaves a man wanting a drink."
1/2
Experience Points: 2
Brackorl grits his teeth as he considers the options: Other members of the circus may be in trouble, but it's necessary to see the bigger picture right now. He calls the two strongmen to follow him as he runs to the area a few streets over where aven are circling and a large amount of fighting appears to be taking place. Here, they may be able to shatter the bandit lines and force a retreat.
"Pick one and stay on 'em!" says Brackorl by way of both instructing and firing up Nozeer and Rolan. "Don't show mercy and don't let them escape!" He hopes this will be enough to get the locals fighting harder too.
Day of Humiliation3WW
Sorcery (R) Gimmickry - Until end of turn, creatures you control gain "T: Exile target creature with greater power than this creature." Besides enforcing the law, Uleté's Silvermasks serve an important function on Wobbryn: Reminding everyone of the precariousness of their station.
Grevax, Master Illusionist1U
Legendary Creature — Human Wizard [R]
Skulk 1U: Return Grevax, Master Illusionist to its owner's hand, then put a token onto the battlefield that's a copy of it.
2/2
Experience: 3
Grevax breathed a sigh of relief when Nilt joined the fight to aid him. He had little mana left, but he could probably summon a trinket to aid his ally in the battle.
Illusionist's Safeguard1
Artifact — Equipment [U]
Whenever equipped creature becomes the target of a spell or ability an opponent controls, counter that spell or ability unless its controller pays 1.
Whenever equipped creature blocks or becomes blocked by a creature an opponent controls, prevent all damage that would be dealt to equipped creature until end of turn unless that opponent pays 1.
Equip 1 "A massive suit of armor isn't the only way to keep yourself safe."
Grevax had been shaken to his core by the fight up until now. Fearing that he might not be able to control his power, he avoided using it. Yet he had used more mana in the last hour than he had in the last year. He feared that he might change as well; that using his magic might unleash nebulous desires locked deep inside him. He felt as though he had insidious intentions, and he tried to bury them by not using magic. However, that illusion was fast running out. He feared that too much more strife might change him forever.
Ooc: Could I request that the DM put a rough deadline for the next round with each of his review posts? I'm vla on weekends and would love to be able to plan if I need to finish on fridays or mondays... or just rush a phone post on weekends
Your Card: It feels like I've seen a lot of equipment lately, but that makes sense: items are useful. +2/+0, haste, and reverse menace are all fine things to give for this price. There's nothing wrong with the design of this card, and it works perfectly for what you need it for. Many people can easily saddle up for a victory in limited. What I don't like about this card is that it's pretty run-of-the-mill. When players get too flashy, they often overstep the bounds of their characters, but this card has the opposite problem: it's absolutely fine, but there's nothing in it to delight me.
Result: Byakko leaps out into the madness, and you hold on for dear life. She runs straight towards the lost cart for a moment or two, but a loud =CRACK= from down an alleyway frightens her, and there is a burning building that she afraid to pass. "What the hell??" Says a puzzled bandit as you streak past him. You see the cart bouncing ahead. It is the card with kitchen and camping supplies: quite a treat for a bunch of bandits. Domm is the horse pulling the cart, and looks scared and confused. Two strong-looking bandits are pushing it as well. The cart has been loaded up with all kinds of ill-gotten gains, and is overweight. All told, there are 3 bandits on the cart: two pushing, and one driving. The driver spots Byakko running after more quickly than a giant cart could possibly move. It isn't hard to surmise by your dress that you are from the circus they are robbing. The driver starts reaching about her, and throwing things at you. She throws a half-empty bottle of Rimney's wine that explodes all over the street, staining Byakko's fur. She throws a hammer that misses. Then she throws a nearly-empty jar of pickled peaches that smashes against your right arm, throwing pickled peach everywhere, and badly bruising your elbow and forearm. You can't really feel it right now, but you instinctively buckle over, cradling it. Byakko slows down, and veers off, sensing that there's something wrong with you. Once again, however, there's no way this cart can outrun you.
[No Card]
Result: You and the other noncombatants huddle in a corner. Lugario quietly sings a calming orcish folk song, and everybody sits in tense uncertainty. "We should be out there." Says Adalia at length.
"Then go." Says Grimmit. Nobody moves.
Your Card: This is a solid removal spell. It's strictly different from Rabid Bite, but it's better in decks that can play it. This is a good card that is key to many limited decks, but much like Shalin's card, it isn't that exciting of a design. This card is printable, but I wish it had more heart. That said, what your trying to do is dangerous, so I can't blame you for making a safely designed card. I also notice that with your equipment on, you have exactly enough power to take out the Pyromantic Thug with this spell. I do appreciate this forethought. Unfortunately, this is an RPG, and victory is never as clean as in Magic.
Result: =KTONK= You smash the man in the back of the head, and he doubles down and roars with pain. As he roars, the flames on his hands flare all about, spraying both you and Grevax with sparks. Grevax seems to have conjured some sort of protective magic, but no such luck with you. Your left hand takes the brunt of the burn. Despite this, the man is still doubled over cradling his head, which you now see has blood flowing down it. Clearly, it will take this man a bit of time to recover. A warrior would make sure he was dead, as he could easily set the tent ablaze, and hurt a lot of people, but Nilt is not a warrior. "Go, go, go!!" Shout bandits as they start pushing the second card down the road. The horse on that cart had spooked, and was cut free. That means that they are pushing the cart by hand, which is a slow operation. Nevertheless, two more bandits have run up and started pushing.
Your Card: This is a breath of fresh air. It's an odd little card that looks annoying. It's a little Sphere of Resistance that you wear. How cool is that? I'm not entirely sure whether or not this card is actually any good, though. The hexproof and protection can be annoying, but usually they can pay and kill your creature. Then again, you can just reequip and keep bogging them. This calls back to the Rystic cards, and works on the bog down strategy that I always loved, but that Wizards has stopped supporting, but it's not such a griefer that it couldn't be printed now. In a deck playing things like Rhystic Study and Slow Motion, this card can be just another straw towards breaking the camel's back. Outside of that fringe strategy, this probably isn't all that good, but it is interesting, and it has potential. My biggest problem with this card is that I don't understand what the trinket your summoning is without seeing the card art. Seeing the name and effect, it seems like it would displace your image, but your post doesn't specify what the trinket is or exactly what it is doing.
Result: The pyromancer leers over you, tauntingly. You see Nilt coming up behind him as the bandit prepares some sort of fire attack. You conjure a protective barrier (please describe) as Nilt's smash finds home. The bandit screams in pain, and the expected fiery onslaught ensues. Luckily, the barrier seems just enough to deflect it. Nilt yelps and draws back. He wasn't so lucky as you. The thug is temporarily incapacitated, and all it would take is a coup de gras to finish him.
Your Companions: Strongman Nozeer2GG
Creature- Human
If you control a creature named Strongman Rolan, Strongman Nozeer gets +1/+1. T: Target creature named Strongman Rolan gets trample and target creature must block it turn if able.
Partner
4/4
Strongman Rolan2WW
Creature- Human
If you control a creature named Strongman Nozeer, Strongman Rolan gets +1/+1. T: Target creature named Strongman Nozeer gains vigilance and flying until end of turn.
Partner
4/4
Your Card: I appreciate the callback to Wobbryn (a plane from the Create a Booster game that void_nothing and I both frequent). I will say that I was never sure that Gimickry deserved to be a named mechanic, partly because it isn't clear by looking at the card what gimickry actually is. It is an ability that grants T abilities until end of turn, but that isn't clear until you see several of them. Knowing where this comes from, I know that the set it is from had a heavy theme of activated abilities, which was the reasoning for having this as a named mechanic, and I think it earned its place there. Still, that's bringing in a lot of outside information. On to the card itself. This is a multi-removal spell, which is powerful. It's not cheap, it's sorcery speed, and it does require creatures with low power to work, but the ability itself is one that can easily turn a lost game into a victory. This is particularly potent in token themed decks. In EDH, this would be a very powerful card, since your itty-bitty creatures can just mop everyone else's board. This is more of an epic card than I would generally allow a player to use, but you are describing the situation that the enemies are to face, rather than any awesome spell or ability of your own, so that makes me more inclined to accept it. A note: I designed Nozeer and Rolan before seeing this card, and you before seeing them. As designed, they have higher power than would really work with this, but you didn't have that information when designing the card, so I won't penalize that.
Result: To Jemni Square!! It doesn't take long for the three of you to make your way to the main battlefield, which is taking place outside the town hall that operates as a court as well as a barracks. Lugario had wanted to set up here, but town officials made you move over two blocks in a slightly smaller square. The sights and sounds of battle remind you of home. Jemni square is on the town's main road inward, and faces the main city entrance. There is not much of a wall around Jemni, but there is a fence that is at least inconvenient to climb. As such, bandits have mostly been coming in on the main road, and the soldiers of the barracks have been attempting to engage them as they pour in. It's clear that there are more bandits than there are soldiers, but the soldiers are well armed and armored, and most of the bandits are afraid to fight them. There is a force of attacking bandits, holding off the soldiers. The smaller force of defenders has set up a few makeshift barricades, and is skirmishing with this group. There are perhaps sixteen soldiers in battle, a few of which seem wounded. They are armed with swords and bucklers, and are up against about two dozen bandits, each differently armed and armored if so at all. There are also several avens fighting overhead, but the sun is too bright to tell how many, or which are enemies. Atop a nearby building, there is a tall, bald man screaming, and waving a black flag with some sort of dragon on it. He seems to be commanding the bandits. There are a few Jemni teenagers throwing rocks at the bandits, and you see one of them throw a rock perfectly at this man's head, but he brushes it aside with some sort of magic.
After quickly assessing the situation, you see a point of attack where if you helped few soldiers, you could flank and break the attackers at the barricade. You make a battlecry to bolster the troops, and the soldiers look truly relieved to see you and two human bulldozers. Nozeer and Rolan smash the flank, and the soldiers rally, as some bandits falter at the coming assault. A crossbow bolt grazes your ear, putting another notch in it, but the pain is minimal. You get a hint of victory as this wave of bandits begins to pull backward. Looking up to their commander, you see he is laughing. He meets your eye, and waves at you, planting his flag in something, and pulling out some kind of horn.
Today, the experience points go to Grevax and Brackorl for interesting, but not overpowered cards.
A light wound to Shalin's arm and Nilt's hand.
No cards from Guzlo or Baryhl. They were on top of their enemies, so I'll allow both grim victory. Three dead aven bandits.
A fair point from TheRealStinkyJoeTerry. I'll try to accommodate. I was hoping for another submission or two, but it's no surprise that momentum begins to slow down after about a month. It's Sunday now. I'll plan to update next on... Wednesday night.
NEXT:
You all hear a loud tone as from a horn. It sounds three times, and everyone outside will see all the bandits shift to retreat. Those with carts double their efforts to get out of the city. The pyromancer at Nilt's feet continues rolling around in pain, but all the other bandits begin falling back. Random bandits grab whatever they've got, and start running towards one or the other entrance into the city. It would seem the raid is over, but they still have your carts. How do you all respond?
Assuming Guzlo helps Barhyl back to the tent (non-fatal injuries tend to take longer to mend for some unknown reason, maybe its the fact that it is a conscious effort instead of an instinctive one), Brahyl flops down on a bench. Laying down, he tries to will his bones back together, but he is exhausted and not having much luck.
"Anyone know how to set a couple of broken bones? I could probably take care of things form there."
Healing Circle1WG
Enchantment - [UNC]
Creatures you control have "t: Regenerate another target creature."
Sacrifice Healing Circle: Creatures you control gain hex proof until end of turn. "I think we need to recuperate for now..." - Barhyl Deathdodger
"I heard one of my assailants discuss taking me to the dragon, it would be advisable not to chase them into the Dragon's Den. Let's consider our options before rushing off to your certain deaths."
Hearing the noise, the pair of entertainers knew exactly what to do, and were ready for action after pondering the previous mishap. The two ran out of the tent as fast as they could, and saw one of the carts being hauled away by a bandit. In the spur of the moment, Usi threw one of her minute pieces of flame at the bandit:
Incapacitate2R
Instant (U)
Incapacitate deals 1 damage to target creature. That creature can't block this turn.
Draw a card. "Not much is required to trip someone up. Capitalizing is what's important."
-Agrus, Trickster Extraordinaire
As soon as the bandit tripped and hit the ground, Tanair bolted into action to retrieve the cart:
Dash ForwardUR
Instant (U)
Exile target creature you control, then return it to the battlefield under your control. That creature gains haste until end of turn. Sometimes running just isn't enough.
Tanair quickly took hold of the cart and brought it back around, with Usi returning it to the tent.
Teleporters Tanair and UsiUUR
Legendary Creature - Vedalken Goblin 2UR, Exile Teleporters Tanair and Usi: Create a blue 1/2 Vedalken legendary creature token named Tanair and a red 1/1 Goblin legendary creature named Usi. 2UR, Sacrifice a Vedalken creature and a Goblin creature: Return this card from exile to the battlefield tapped.
2/3
2 experience points
Private Mod Note
():
Rollback Post to RevisionRollBack
My thoughts are with the friends and family of the Orlando Shooting victims and with the rest of the LGBTQA+ community.
Check out my Newborder Peasant Cube here! http://www.cubetutor.com/draft/37467
Necarg, please don't acknowledge this in any way whatsoever.
True Name Mafia (Win),Clan Contest IX Mafia (Win), Bravely Default Mafia (Loss), BOTAS (loss), BfV (Loss), Ace Attourney (loss)
Rules Advisor before they were eradicated
Ky'thnel, Sweets Vendor UG
Legendary Creature - Elf
T: Untap target creature.
1/3
"A little treat to keep you going!"
Minor wound: Bruised shoulder
Exp: 3
There was a moment of quiet until they were talking again. Taking the baby aven as the action seemed to die down for the time being. She hears some of them return...and another two dash off. "Well...there they go..." She mused as she goes over to check on Barhyl's injuries. This was going to be a long day and she needed to start treating people with what they had. Scrounging, and basically using whatever scraps she can use.
Makeshift Clinic
Land
~ enters the battlefield tapped. T: Add C to your mana pool. 1t Tap an untapped Creature you control:
Choose one -
- Regenerate target creature.
- Prevent the next 2 damage that would be dealt to target creature.
- Gain 2 life.
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
Quiet Recollection 3U
Enchantment (U)
At the beginning of your upkeep, put a thought counter on Quiet Recollection.
Remove two thought counters from Quiet Recollection: Draw two cards.
"Sometimes you need to take a moment to bask in the world and reap its fine knowledge. Only then will you know its secrets."
-Entrias, Sage of Everthorn Wood
Check out my Newborder Peasant Cube here! http://www.cubetutor.com/draft/37467
True Name Mafia (Win),Clan Contest IX Mafia (Win), Bravely Default Mafia (Loss), BOTAS (loss), BfV (Loss), Ace Attourney (loss)
Rules Advisor before they were eradicated
Group results:
"Are you okay?" Asks Brackorl tenderly.
"I'm fine." Says Imini dismissively. Shalin starts walking the bound bandits out of the tent. "What are you doing with them?" Imini asks. Shalin tells her that she is taking them to local authorities. "Are you crazy? Local authorities are fighting a war."
"We should just put 'em out o' their mis'ry quick like." Nozeer, the strongman interjects. He was never known for his intellect.
"That one seems like he's important." Says Imini, ignoring Nozeer.
"I am Deoven, twelfth chief of the Marauders' Court." His companion whimpers over his missing hand. "I will do whatever you ask if you'll spare my companions and I."
"Seems honorable for a bandit." Mumbles Imini suspiciously.
"I am only what I have to be." Deoven responds.
Meanwhile, Kit is seeing to the baby aven. It took a bump to the head, but it'll be fine. Rimney makes an inappropriate joke about if Kit was his wife, then asks for liquor. In the middle of the tent, Lugario is talking to Nilt. Adalia interrupts "You're not wrong, but we're a circus, not an order of knights. We barely saved the tent, how are we supposed to save a city? We'll all be killed." Lugario hushes her, and addresses the whole tent.
"Listen!" Shouts the orc. The tent silences. "We're in a real sh*t storm here, and while I won't say I've never seen anything like it, I've never seen anything-- exactly like it. Our great warrior, Nilt here thinks we should do our part for the city, and fight back and all that. I'm not much of a soldier as most of you know, but we can't very well hide in this tent either. We stick out like Gornarl among Kithkins." Great Gornarl pokes his head out of a crate. Brackorl has been using this time to take stock of the situation. He's poked his head under the tent to check on the carts. One of them is flipped and broken. Another is currently being driven off, laden with all manner of ill-gotten gains. The third is currently beset by multiple bandits. "Now we do have one seasoned soldier in our number-- Brackorl, what do you make of the situation?" Brackorl pokes his head back in the tent.
"They're taking the carts!" Says the kor (you can elaborate your statement if you like, Brackorl). The carts are the circus's means of travel, and are also full of your day to day living supplies. It's mostly replaceable, but you certainly can't afford to replace it right now. At that moment, Guzlo runs into the tent panting.
"Baryhl-- fighting birds-- needs help!" The goblin wastes no time going to the cage of Pion, the largest and most erratic of the circus's cats. On more than one occasion, Pion has very badly wounded Guzlo, and even Shalin can't predict his tempers. The goblin looks like he's already taken a beating, with a nasty gash on his forehead. He rushes out of the tent with Pion without waiting for a response. Lugario doesn't seem to know what to say.
Outside the tent:
Result:The avens are looking at you like a pile of jewelry. "What is it?" Asks the aven on the left.
"The dragon will know what it is." Says the one on the right.
"It is rare! The dragon will be pleased." Sings the one on the left. They are focused entirely on you, and you on them. Nobody even notices when Guzlo slips away. They begin to close in, and you become aware that you are alone. One of them swipes at you with its talon, but you slip barely out of the way. They are trying to take you, not kill you, which is much more dangerous for Baryhl. Hopelessly outnumbered, you draw upon all the aether you can to perform one of your most difficult feats. You've used the split form in your act, but you know that you can't maintain if for very long. You succeed in confusing the avens for a moment, but you seem only to further increase their interest in you. You dodge a claw, a tackle, and a swipe, but one of them grabs up one of your selves, and begins to lift it of the ground.
Note: Please clarify how the clones work. Are they all literally you, or is there one real you with two temporary clones?
Result: The avens are discussing Baryhl, and you sense an opportunity to slip away. You run as fast as you can to the tent, where they seem to be having some sort of a meeting. You tell them about Baryhl, and grab Pion. He seems confused more than anything (confused and hungry). Without missing a beat, you begin leading Pion outside the tent, where you see Baryhl fighting desperately. He has split himself in three, but you know that he can't maintain that for long. On your next post, you can post as Pion the lion if you like. I imagine your plan involves cats eating birds.
Next: You know the game. What do you plan to do?
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
Legendary Creature — Human Wizard [R]
Skulk
1U: Return Grevax, Master Illusionist to its owner's hand, then put a token onto the battlefield that's a copy of it.
2/2
Experience: 2
"We cannot allow them to pilfer our supplies!" Grevax shouted. He ran outside the tent, then cast a spell to inhibit the bandits.
Collective Sagacity 2U
Instant [R]
Escalate—U, Exile two instant and/or sorcery cards from your graveyard. (Pay this cost for each mode chosen beyond the first.)
Choose one or more:
-Counter target spell unless its controller pays 3
-Search your library for an instant or sorcery card and reveal it. Shuffle your library, then put that card on top of it.
-Return target creature to its owner's hand.
Brackorl, the Burnished Throat RW
Legendary Creature - Kor Rogue (R)
Noncombat damage is dealt to Brackorl, the Burnished Throat in the form of Brackorl getting +0/+2 until end of turn and you gaining 1 life for each 1 damage dealt.
3, T: Brackorl deals damage equal to the number of Equipment you control to target creature.
"It's not too hard of a gig - just leaves a man wanting a drink."
1/2
Experience Points: 1
"Naturally," says Brackorl, "they went for the carts. They're not stupid. But I know armies, and that's no army. That's a scared, hungry mob, and they're not going to want to go after prey that fights back. If we can mount any kind of serious resistance within the city itself, we can probably drive them off long enough for... well, long enough. And hopefully that'll clear our way out and keep our rear secure. But we're not going to be able to do any of that with no carts and no supplies. Of course, that's just my opinion. But who's with me? Great Gornarl, you're game, right?" The wheels of strategy turn in Brackorl's head - rustily, of course, since the Kor hasn't seen a real battle in a long time, although not long enough to forget all about it.
Prepare for Slaughter 2RWB
Sorcery (U)
Target creature gets +1/+0 until end of turn.
Target creature gains double strike until end of turn.
Target creature gains trample until end of turn.
Target creature gains lifelink until end of turn.
Target creature gains vigilance until end of turn.
War is never the wisest nor the kindest course of action, but it's often the most effective.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Ky'thnel, Sweets Vendor UG
Legendary Creature - Elf
T: Untap target creature.
1/3
"A little treat to keep you going!"
Minor wound: Bruised shoulder
Exp: 3
"Is now really the time to think about alcohol?!" she scolds the other orc and sighing heavily. Carrying the baby closer to the others as they conversed. "Wait! Guzlo you'-Oh he's out again..." The elven woman would shake her head, that goblin was brave, she could give him credit for that. Gently cradling the little one, but she was nervous, and still visibly shaken from the ordeal from earlier. Listening in as they talked over their plans as well. "I'm willing to help. I'm no fighter, so I need directions... and if possible, a way back to the kitchen and whatever supplies I can get to start brewing up some food and medicine for the injured." she continued. "And a safe spot for the little one and anyone too incapacitated for to fight. I'm better of at home than on the battlefield, but this is my home and the battle's here and I want to help." Pointing out the need to get anyone else who couldn't fight out of harm's way.
Dutiful Will UG
Instant
Choose one or more-
* Untap up to two target creatures.
Escalate 2* Scry 4.
* Draw a card.
"I can't fight, doesn't mean I won't help."
Sasky for the Sig.
I am in your [PACK]. Watching you... do... something.
Legendary Creature - Elf Druid Rogue
Skulk
GU: Return ~ from the battlefield or exile tp its owner's hand.
1/3
Exp - 3->0
!LEVEL UP!
+1 toughness
"Verse of the Willow" Ability Gained
Nilt, the Incontainable 1GU
Legendary Creature - Elf Druid Rogue
Skulk
(G/U): Untap ~.
GU: Return ~ from the battlefield or exile to its owner's hand.
1/4
Ok, Nilt had hoped Lugario would have taken a more measured approach to his advise. Then again this was Lugario, he should have known better. Now, the carts. Nilt was more lean than beef, so how does one remedy that? Weapons! But Nilt wasn't trained in any sort of martial technique... but he could juggle! Nilt reasoned, "What is a juggling/bowling pin but a dolled up club? It's heavy on one end, thin and gripable on the other. That says blunt weapon to me." A quick rummage through a nearby prop chest and..,
Makeshift Bludgeon 3
Artifact - Equipment (C)
Improvise
Equipped creature gets +2/+1.
Equip 2
Now, to keep those mooks' mitts off the carts!
Barhyl looks down and sees half of his torso missing and sighs. His flesh doesn't so much regenerate as it does materialize. For most Aetherborn this comes at a great cost to their life expectancy and require substantial amounts of accessible mana, but for some unknown reason Baryhl just syphons ambient mana and Aether in what seems to be a limitless supply for this purpose and this purpose only. Things have been a bit different on this plane where Aether is not so abundant. When he needs to rebuild significantly it sometimes takes from other beings. He hasn't told Lugario this yet, but it's only a mater of time until some poor sap in the stands dies of a heart attack when Baryhl repairs one of his crushed chest cavities. The minor injures that don't really require a substantial amount of material to repair don't seem to have this affect, but when he loses a limb or substantial mass, he know the replacement mass comes from somewhere, he just doesn't always know where. He hasn't been so foolish to test the full limits of his abilities, so who knows what extents of damage he can repair.
While full of hate for these bandits Barhyl concentrates on repairing his injury and can feel the aether being actually being pulled from the bandits themselves... this would imply they are summoned... by a planeswalker. "We have company" Barhyl thinks to him self.
Syphon Aether 2BB
Instant [UNC]
Syphon Aether deals damage to each creature equal to the damage already dealt to it this turn. You gain life equal to the damage dealt this way.
At first, the Aetherborn were synonymous with vampires, but it became clear they were less parasitic in nature and much easier to kill.
It was really only Barhyl's intent to look menacing with a scary blade. He does not have much in the terms of combat skills. His plan worked well, but then these three Aven goons showed up and Guzlo ran away... great. The Aetherblade was a trick that Tezzeret showed him. Much like the Aether that he himself is comprised of, it's really a solid magical manifestation of material. It's not a blade of metal, it's a blade of Aether, but it is not so much a "magic blade" as it is a blade made of magic. It's solid, just like Barhyl is himself. He can hand it to friend if we wanted, but if you know how to truly wield it, it can act a bit like a mana battery and that's what he was going to have to do here. Making a frantic lung at one of the Avenandits, he manages to just scratch one as it dodges away, but he drew blood and that's all he needed.
Triple Threat 4UB
Instant [R]
Create two tokens that are copies of target creature. Those tokens have "Whenever this creature is dealt damage by a spell or permanent an opponent controls, it deals that much damage to each other creature with the same name as this creature."
It's not just your eyes playing tricks on you.
+1 Round 5
Total: 2
Convoke
All creatures lose flying until end of turn.
For each red creature that helped you cast this spell, ~ deals 2 damage to target creature with flying.
For each green creature that helped you cast this spell ~ target creature gets +2/+2 until end of turn.
(Do both if was RG spent.)
An update is in progress. I'll post it before I go to bed (hopefully within an hour or two).Edit: I just realized tomorrow is posting day. I've got most of a post ready to fire, but I'll give a little more time for Shalin to post, and Baryhl to finish a design.
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
Result: Grevax roars, and rushes outside of the tent ahead of everyone else, weaving a powerful spell. Having already used some powerful magic, you are pretty drained. The first cart is disappearing down the street. You would have to chase it down. The second has three separate bandits crawling about on it, laden down with ill-gotten gains. One is trying to control the mare who draws the cart, but she is freaking out a bit. Your spell clears your mind with a focused sagacity, and you fire your banishment spell at one of the three bandits. "Hey!" She shouts as she is shunted through the aether somewhere outside of town. The other bandits look over to you. You go to maintain your spell, but suddenly, it all catches up with you, and you collapse, momentarily overwhelmed, and then entirely exhausted. You know you'll be fine, and back to casting spells again, but you need to give yourself a moment. Unfortunately, that is the moment a huge bandit carrying a sack of pilfered cheese steps up to you.
"Big man with big magic, eh? I'm a big man too, eh? I've got big magic." He drops the sack, and his hands catch fire.
Pyromantic Thug 2RR
Creature- Human Rogue Wizard (U)
Trample
When Pyromantic Thug attacks, it deals 1 damage to each other creature, and each player.
3/3
Your Card: This is basically never as good as Trusty Machete, but it's a common, and it's a very important card for limited. Improvise is only ever a small upside, but it's not nothing, and this is the kind of card that teaches players how to use improvise well (as opposed to Foundry Assembler, which teaches you to over-extend for a mediocre card). This is nothing to write home about, but it delivers what it promises, which is a solid conk to the head.
Result: Out you go, bravely into the fray. Stepping outside the tent, everything is suddenly confusing. It takes a moment to gain your bearing, but you do realize that the one cart is down the road, and would be difficult to catch at this point, and the other that hasn't been broken is about to be taken off too. Two bandits look to be trying their best to get the cart out of here before more people show up to protect it. Unfortunately, that's not the only problem: Grevax looks like he could use immediate assistance against a very frightening foe. Which problem do you and your juggling pin wish to tackle?
Result: "Great Gornarl, you're game, right?" The beast whimpers, and disappears back into his crate. He may be big, but he's not much of a fighter.
"Cowards!" Says Nozeer. "I'm with ya. Brack!" He and Rolan (the two strongmen) start improvising weapons. You step out of the tent to analyze the situation. Two strongmen stand at your side. With their great stature, you are an intimidating trio. You see all the things that I've laid out to the other characters. You do also see a confluence of activity a few streets over, where a lot of people seem to be running towards or away from, and several avens are circling above. Your instincts tell you that is probably the main arena of combat between bandits and local resistance. If you were to focus your efforts there, you might be able to break their assault, and free up soldiers to defend other parts of the city. Then again, it looks like Grevax and Nilt could use your help too.
Result: Unfortunately, the kitchen is on the cart that Grevax and the others are trying to defend. The tent offers some protection, but not much. The kids are quite frightened, and all the noncombatants are more or less gathered around you. Drim is holding onto his mother, Lanna is crying, Olrine doesn't understand what is going on, and is terrified, and Tanair and Usi are just sitting there like now was the time for an existential crisis. You did see a large, and secure looking church not far away which would be a much safer place to hide, but getting there could be dangerous. Peeking outside, you see Baryhl, Guzlo, and Pion fighting with three aven bandits between you and the church. You stand ready to do your part, but uncertain what that is. Great Gornarl might have the best idea, simply hiding in a box.
Your Card: Once again demonstrating your propensity for undercosted cards with drawbacks. It's a little weird that you designed the lion rather than the attack, since we already knew it was Pion the Lion, but I'm not that worried about it. I like this design. A 2/2 flash for 1 is sweet, but the drawback is real. I think this is the first time where you've really struck that chord perfectly between strength of the card and the danger of the drawback. I like Pion better as a design, but Pion isn't good for honest reasons, whereas this card is honest. People would definitely play the crap out of this card, and it may or may not be powerful enough for Modern Zoo type decks, but it would absolutely be tried. Nice job.
Result: First there is a low growl, then there is a shrill squawk, then there are bloody feathers everywhere. Pion the Lion goes straight for the aven carrying one of the Baryhls. He leaps straight up, and effortlessly grabs the aven. It screams in horror and agony as the cat tears it to bits. "Kroshinder!" Calls one of the other bandits, clearly a good friend of the one Pion is enjoying. He leaps bravely at Pion, attempting to save his friend, and is pulled into the tussle. The third bandit continues to attack Baryhl.
Result: Guzlo came back, and he brought a friend! Suddenly you are not so hopelessly outnumbered. The cat takes down the flying aven. That Baryhl-clone is dropped hard, and his legs break. As described above, another of the avens jumps in to help his friend. That leaves two Baryhls facing one birdman. Those are much better odds.
No response from Shalin, who is probably engaged in heated discussion to decide what to do. No response from Tanair and Usi either, but they already said they wouldn't be doing anything for a bit.
Next: Perform your next actions. For a few of you, (Kit and Tanair and Usi,) this round may be a lull. Fear not, the scene is likely nearly over.
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
Out of Mana, Barhyl uses the only resources he has left and calls upon the help of his clones. If he falls and injures himself, the clones should still remain in tact and functional, able to protect him, but if something were to harm them, he will be in a world of hurt.
Tar Tendrils (U/B)(U/B)
Instant [COM]
Convoke
You draw a card and you lose 1 life.
For each blue creature that helped you cast this spell, target creature gains or loses flying.
For each black creature that helped you cast this spell ~ target creature gets -2/-2 until end of turn.
(Do both if was UB spent.)
Your card: This is cool. The fallback is a cantrip, even though it costs a life, and that's never that bad. This card is not unlike Kit's card in that way. You are definitely given incentive to tap black creatures to play this, and in a monoblack deck with a lot of creatures, this gives two creatures -2/-2, and draws a cards for the low price of two creature taps. Not bad. Stunningly good, in fact. My biggest problem with the card is the imbalance towards black. If you tap black creatures for this, it's insane, but tapping blue creatures for this is hardly ever useful, especially since blue creatures often have flying anyway. I really like this card, but I think the balance could use a tweak. While the black half threatens to be some of the most efficient removal we've seen, the blue half... exists. If I were redesigning this card, I would do something like "For each blue creature that helped to cast ~, target creature gets -3/-0 and loses flying until end of turn. For each black creature that helped to cast ~, target creature gets -0/-2 until end of turn." That balance isn't perfect there, but you see what I mean about evening the modes. As written, this card is super powerful, but you only get the benefit if you tap black creatures, making it hard to use, but skill intensive, and fun. The cantrip ability means that this will never be all that bad. I like the card a lot, though I think the power level is a bit dangerous: double -2/-2 plus a cantrip at 0 mana instant speed is flat broken. This isn't that most of the time, but two black creatures aren't that hard to get, and you can always cycle this. I think of this as a monoblack card, and in monoblack aggro builds, you could do worse in any format, but the card is hard enough to set up that it would only ever be a niche card.
Result: I now understand more how your clones work. You've been dropped, and your legs have broken, but the clones can protect you for as long as you can maintain them. Luckily, Guzlo's lion has two of the enemies distracted. Suddenly, the bandit is the outnumbered one. You see a flash of fear in its eyes, and it goes to take off, but you give the signal for your clones to perform their most advanced trick, the 'inky arms'. The two of them dance about as if this were any performance, and lash out, wrapping the aven all over, and pulling it to the ground. Your clones are strangling the creature, and it lashes about wildly, trying to get in a slash or something. It seems to take forever, and the beast is still struggling. You know a small wound to one of your clones could finish you, and more than once, a talon very nearly slashes a clone. The damn beast simply won't die. It keeps getting a breath at the crucial moment.
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
Legendary Creature - Elf Shaman
At the beginning of combat on your turn, you may gain control of target creature an opponent controls until end of turn. If you do, that creature deals damage equal to its power to Shalin Nariya, then untap it and it gains trample and haste until end of turn.
: Shalin gets +0/+1 until end of turn.
2/2
EXP Pts: 1
With things a lot less chaotic around the tent, Shalin could now focus on retrieving the cart containing their supplies. Byakko scratched at the bars of her cage, in the direction of the runaway cart. The girl turned her head toward the white cat before shouting toward Nilt and Grevax, "Don't worry about the cart - I got it!" She faced Byakko and pointed in the direction of the run away cave, petting her companion for a few seconds. She didn't want to have to utilize her most daring stunt of the circus in such an uncontrolled area, but she had little choice in the matter. The lithe elf quickly attached a harness to Byakko's back, the white-furred creature's paws glowing a faint red and its claws glowing a faint green. Scurrying into the harness, she cried, "Chase it down, girl!" The cat lunged in the direction of the runaway cart, Shalin holding on for her life as her mount's rapidly-flexing back seemed to flail the girl about during the chase.
Furystoker's Bridle 2
Artifact - Equipment {U}
Equipped creature gets +2/+0, has haste, and can't be blocked by more than one creature.
Equip 2
Emille, Seven-Sting Dancer Shalin Nariya
OOC: Yeah...best course of action right now. Do I need a card for this?
Ky'thnel, Sweets Vendor UG
Legendary Creature - Elf
T: Untap target creature.
1/3
"A little treat to keep you going!"
Minor wound: Bruised shoulder
Exp: 3
Sasky for the Sig.
I am in your [PACK]. Watching you... do... something.
Nilt, the Incontainable 1GU
Legendary Creature - Elf Druid Rogue
Skulk
(G/U): Untap ~.
GU: Return ~ from the battlefield or exile to its owner's hand.
1/4
Makeshift Bludgeon 3
Artifact - Equipment (C)
Improvise
Equipped creature gets +2/+1.
Equip 2
Gah, ok maybe fighting was a bad idea, but it seems the only way out now. Grevax seems to be dealing with a... pyromancer? Great. But the carts! No, Grevax is your friend. You can replace carts, eventually. Grevax, less so. Plus, if he's not fighting that wizard mook, Nilt and him both can focus on the carts! Ok. Nilt swoops up behind the firey brute, and bring his club down in one swift motion.
Sucker Punch (R/G)(R/G)
Instant (C)
Split Second
Target creature you control deals damage equal to its power to target creature you don't control.
And he never knew what hit him.
OOC: Nilt has skulk which lends itself to a split second. I know this is more flavourful at this point, since the club pushes his power to 3, but I'm a little vague on how much intention and the jist of a card is wieghed against the literal wording. Additionally, it regards to our Avatars; how cohesive do they have to be? I leveled up Nilt's card in a way that makes sense to his character and development, but less to a card with a plan. How should I go about that in the future?
Brackorl, the Burnished Throat RW
Legendary Creature - Kor Rogue (R)
Noncombat damage is dealt to Brackorl, the Burnished Throat in the form of Brackorl getting +0/+2 until end of turn and you gaining 1 life for each 1 damage dealt.
3, T: Brackorl deals damage equal to the number of Equipment you control to target creature.
"It's not too hard of a gig - just leaves a man wanting a drink."
1/2
Experience Points: 2
"Pick one and stay on 'em!" says Brackorl by way of both instructing and firing up Nozeer and Rolan. "Don't show mercy and don't let them escape!" He hopes this will be enough to get the locals fighting harder too.
Day of Humiliation 3WW
Sorcery (R)
Gimmickry - Until end of turn, creatures you control gain "T: Exile target creature with greater power than this creature."
Besides enforcing the law, Uleté's Silvermasks serve an important function on Wobbryn: Reminding everyone of the precariousness of their station.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Legendary Creature — Human Wizard [R]
Skulk
1U: Return Grevax, Master Illusionist to its owner's hand, then put a token onto the battlefield that's a copy of it.
2/2
Experience: 3
Grevax breathed a sigh of relief when Nilt joined the fight to aid him. He had little mana left, but he could probably summon a trinket to aid his ally in the battle.
Illusionist's Safeguard 1
Artifact — Equipment [U]
Whenever equipped creature becomes the target of a spell or ability an opponent controls, counter that spell or ability unless its controller pays 1.
Whenever equipped creature blocks or becomes blocked by a creature an opponent controls, prevent all damage that would be dealt to equipped creature until end of turn unless that opponent pays 1.
Equip 1
"A massive suit of armor isn't the only way to keep yourself safe."
Grevax had been shaken to his core by the fight up until now. Fearing that he might not be able to control his power, he avoided using it. Yet he had used more mana in the last hour than he had in the last year. He feared that he might change as well; that using his magic might unleash nebulous desires locked deep inside him. He felt as though he had insidious intentions, and he tried to bury them by not using magic. However, that illusion was fast running out. He feared that too much more strife might change him forever.
Result: Byakko leaps out into the madness, and you hold on for dear life. She runs straight towards the lost cart for a moment or two, but a loud =CRACK= from down an alleyway frightens her, and there is a burning building that she afraid to pass. "What the hell??" Says a puzzled bandit as you streak past him. You see the cart bouncing ahead. It is the card with kitchen and camping supplies: quite a treat for a bunch of bandits. Domm is the horse pulling the cart, and looks scared and confused. Two strong-looking bandits are pushing it as well. The cart has been loaded up with all kinds of ill-gotten gains, and is overweight. All told, there are 3 bandits on the cart: two pushing, and one driving. The driver spots Byakko running after more quickly than a giant cart could possibly move. It isn't hard to surmise by your dress that you are from the circus they are robbing. The driver starts reaching about her, and throwing things at you. She throws a half-empty bottle of Rimney's wine that explodes all over the street, staining Byakko's fur. She throws a hammer that misses. Then she throws a nearly-empty jar of pickled peaches that smashes against your right arm, throwing pickled peach everywhere, and badly bruising your elbow and forearm. You can't really feel it right now, but you instinctively buckle over, cradling it. Byakko slows down, and veers off, sensing that there's something wrong with you. Once again, however, there's no way this cart can outrun you.
Result: You and the other noncombatants huddle in a corner. Lugario quietly sings a calming orcish folk song, and everybody sits in tense uncertainty. "We should be out there." Says Adalia at length.
"Then go." Says Grimmit. Nobody moves.
Result: =KTONK= You smash the man in the back of the head, and he doubles down and roars with pain. As he roars, the flames on his hands flare all about, spraying both you and Grevax with sparks. Grevax seems to have conjured some sort of protective magic, but no such luck with you. Your left hand takes the brunt of the burn. Despite this, the man is still doubled over cradling his head, which you now see has blood flowing down it. Clearly, it will take this man a bit of time to recover. A warrior would make sure he was dead, as he could easily set the tent ablaze, and hurt a lot of people, but Nilt is not a warrior. "Go, go, go!!" Shout bandits as they start pushing the second card down the road. The horse on that cart had spooked, and was cut free. That means that they are pushing the cart by hand, which is a slow operation. Nevertheless, two more bandits have run up and started pushing.
Result: The pyromancer leers over you, tauntingly. You see Nilt coming up behind him as the bandit prepares some sort of fire attack. You conjure a protective barrier (please describe) as Nilt's smash finds home. The bandit screams in pain, and the expected fiery onslaught ensues. Luckily, the barrier seems just enough to deflect it. Nilt yelps and draws back. He wasn't so lucky as you. The thug is temporarily incapacitated, and all it would take is a coup de gras to finish him.
Strongman Nozeer 2GG
Creature- Human
If you control a creature named Strongman Rolan, Strongman Nozeer gets +1/+1.
T: Target creature named Strongman Rolan gets trample and target creature must block it turn if able.
Partner
4/4
Strongman Rolan 2WW
Creature- Human
If you control a creature named Strongman Nozeer, Strongman Rolan gets +1/+1.
T: Target creature named Strongman Nozeer gains vigilance and flying until end of turn.
Partner
4/4
Your Card: I appreciate the callback to Wobbryn (a plane from the Create a Booster game that void_nothing and I both frequent). I will say that I was never sure that Gimickry deserved to be a named mechanic, partly because it isn't clear by looking at the card what gimickry actually is. It is an ability that grants T abilities until end of turn, but that isn't clear until you see several of them. Knowing where this comes from, I know that the set it is from had a heavy theme of activated abilities, which was the reasoning for having this as a named mechanic, and I think it earned its place there. Still, that's bringing in a lot of outside information. On to the card itself. This is a multi-removal spell, which is powerful. It's not cheap, it's sorcery speed, and it does require creatures with low power to work, but the ability itself is one that can easily turn a lost game into a victory. This is particularly potent in token themed decks. In EDH, this would be a very powerful card, since your itty-bitty creatures can just mop everyone else's board. This is more of an epic card than I would generally allow a player to use, but you are describing the situation that the enemies are to face, rather than any awesome spell or ability of your own, so that makes me more inclined to accept it. A note: I designed Nozeer and Rolan before seeing this card, and you before seeing them. As designed, they have higher power than would really work with this, but you didn't have that information when designing the card, so I won't penalize that.
Result: To Jemni Square!! It doesn't take long for the three of you to make your way to the main battlefield, which is taking place outside the town hall that operates as a court as well as a barracks. Lugario had wanted to set up here, but town officials made you move over two blocks in a slightly smaller square. The sights and sounds of battle remind you of home. Jemni square is on the town's main road inward, and faces the main city entrance. There is not much of a wall around Jemni, but there is a fence that is at least inconvenient to climb. As such, bandits have mostly been coming in on the main road, and the soldiers of the barracks have been attempting to engage them as they pour in. It's clear that there are more bandits than there are soldiers, but the soldiers are well armed and armored, and most of the bandits are afraid to fight them. There is a force of attacking bandits, holding off the soldiers. The smaller force of defenders has set up a few makeshift barricades, and is skirmishing with this group. There are perhaps sixteen soldiers in battle, a few of which seem wounded. They are armed with swords and bucklers, and are up against about two dozen bandits, each differently armed and armored if so at all. There are also several avens fighting overhead, but the sun is too bright to tell how many, or which are enemies. Atop a nearby building, there is a tall, bald man screaming, and waving a black flag with some sort of dragon on it. He seems to be commanding the bandits. There are a few Jemni teenagers throwing rocks at the bandits, and you see one of them throw a rock perfectly at this man's head, but he brushes it aside with some sort of magic.
After quickly assessing the situation, you see a point of attack where if you helped few soldiers, you could flank and break the attackers at the barricade. You make a battlecry to bolster the troops, and the soldiers look truly relieved to see you and two human bulldozers. Nozeer and Rolan smash the flank, and the soldiers rally, as some bandits falter at the coming assault. A crossbow bolt grazes your ear, putting another notch in it, but the pain is minimal. You get a hint of victory as this wave of bandits begins to pull backward. Looking up to their commander, you see he is laughing. He meets your eye, and waves at you, planting his flag in something, and pulling out some kind of horn.
A light wound to Shalin's arm and Nilt's hand.
No cards from Guzlo or Baryhl. They were on top of their enemies, so I'll allow both grim victory. Three dead aven bandits.
A fair point from TheRealStinkyJoeTerry. I'll try to accommodate. I was hoping for another submission or two, but it's no surprise that momentum begins to slow down after about a month. It's Sunday now. I'll plan to update next on... Wednesday night.
NEXT:
You all hear a loud tone as from a horn. It sounds three times, and everyone outside will see all the bandits shift to retreat. Those with carts double their efforts to get out of the city. The pyromancer at Nilt's feet continues rolling around in pain, but all the other bandits begin falling back. Random bandits grab whatever they've got, and start running towards one or the other entrance into the city. It would seem the raid is over, but they still have your carts. How do you all respond?
Low-power cube enthusiast!
My 1570 card cube (no longer updated)
My 415 Peasant+ Artifact and Enchantment Cube
Ever-Expanding "Just throw it in" cube.
"Anyone know how to set a couple of broken bones? I could probably take care of things form there."
Healing Circle 1WG
Enchantment - [UNC]
Creatures you control have "t: Regenerate another target creature."
Sacrifice Healing Circle: Creatures you control gain hex proof until end of turn.
"I think we need to recuperate for now..." - Barhyl Deathdodger
"I heard one of my assailants discuss taking me to the dragon, it would be advisable not to chase them into the Dragon's Den. Let's consider our options before rushing off to your certain deaths."
Incapacitate 2R
Instant (U)
Incapacitate deals 1 damage to target creature. That creature can't block this turn.
Draw a card.
"Not much is required to trip someone up. Capitalizing is what's important."
-Agrus, Trickster Extraordinaire
As soon as the bandit tripped and hit the ground, Tanair bolted into action to retrieve the cart:
Dash Forward UR
Instant (U)
Exile target creature you control, then return it to the battlefield under your control. That creature gains haste until end of turn.
Sometimes running just isn't enough.
Tanair quickly took hold of the cart and brought it back around, with Usi returning it to the tent.
Legendary Creature - Vedalken Goblin
2UR, Exile Teleporters Tanair and Usi: Create a blue 1/2 Vedalken legendary creature token named Tanair and a red 1/1 Goblin legendary creature named Usi.
2UR, Sacrifice a Vedalken creature and a Goblin creature: Return this card from exile to the battlefield tapped.
2/3
2 experience points
Check out my Newborder Peasant Cube here! http://www.cubetutor.com/draft/37467
True Name Mafia (Win),Clan Contest IX Mafia (Win), Bravely Default Mafia (Loss), BOTAS (loss), BfV (Loss), Ace Attourney (loss)
Rules Advisor before they were eradicated
Ky'thnel, Sweets Vendor UG
Legendary Creature - Elf
T: Untap target creature.
1/3
"A little treat to keep you going!"
Minor wound: Bruised shoulder
Exp: 3
There was a moment of quiet until they were talking again. Taking the baby aven as the action seemed to die down for the time being. She hears some of them return...and another two dash off. "Well...there they go..." She mused as she goes over to check on Barhyl's injuries. This was going to be a long day and she needed to start treating people with what they had. Scrounging, and basically using whatever scraps she can use.
Makeshift Clinic
Land
~ enters the battlefield tapped.
T: Add C to your mana pool.
1t Tap an untapped Creature you control:
Choose one -
- Regenerate target creature.
There was work to be done, and not much on hand.- Prevent the next 2 damage that would be dealt to target creature.
- Gain 2 life.
Sasky for the Sig.
I am in your [PACK]. Watching you... do... something.