Quote from Negator_402 »You need to learn to write without personal attacks or invectives. Your voice is so weak.
No, the 4th Amendment applies to government search and seizure. However, absent a burden of proof, the public opinion pillory becomes a witch hunt. Gee, did we ever have a history of people being black-balled due to empty allegations on a sensitive subject? Oh yes, the MCCARTHY ERA!
I ask you, on the topic of harassment: who marches in our streets and claims to punch people who are "Nazis"? Is it the "Alt-Right?" No sir, its the Alt-Left. There is no "Punch A Communist" or "Punch A Mujahideen" movement in the US, is there?
It's funny, because your posts include plenty of personal attacks directed at other posters, which I have avoided. Why are you so triggered by this?
By the way, there IS proof, which is why the offending video got taken down by Youtube for violating ToS.
It seems like Near Death Experience implies that he not only lives, but wins. Though it could be referring to a single battle
It would have been better if they just explained why his plan was so sucky and boring. Personally, I think he had a plan for Alara before the mending, and after the mending hit he went into oh crap mode and went with what we saw in AU. I like to think that he originally wanted to take over the plane and use it as a new base of operations, and the mending caused him to sacrifice his original plan and throw a new one together at the last minute in an effort to restore is old power. His plan in AU would make a lot of sense being as crappy as it was if it was presented as being slapped together at the last minute with a new objective.
Yea, Szadek's plan was surprisingly well thought out. He created a situation that made victory certain, and he was actually sneaky and clever about it
What am I reading?!?
Maybe Irini Sengir, the vampire dwarf? I don't know enough about the homelands story to know if she was still around after the set though.
Bant: Bant's sense of justice and right will have been corrupted by passion and lust for power. The angels would lead Warlord Kings on never-ending crusade's against rival nations. Each ruler would want order, but an order that would see them with absolute power. The hierarchies of Bant would morph into a degenerate and rigid caste system, ruled by The Angels on top, the fundamentalist aven clerics below them, a tyrannical and bloodthirsty ruling class below that, and the lowest caste would be little more than slaves.
Races of Bant: Humans, Angels, Avens, Ogres.
Spells of Bant: Burn, land destruction, mass creature pump, mass removal, weenie swarms.
The landscape would be war ravaged plains scarred by marshy trenches of bygone battles, with forboding castles perched upon guarded peaks.
Esper: Blue's search for perfection would be mated with red and green's penchant for the earthly desires. Thus, Esper would be a hedonistic land were artists and mages would hone their skills to create the best of the best in art, cuisine, mind altering substances and magics, and of course entertainment. Gladiatorial style battles would be the most popular form of entertainment, with ferocious beasts, dazzling mages, and acrobatic warriors competing for the Favor of the crowd and the Sphinxes who nominally rule the chaotic island nations.
Races of Esper: Nactl, Humans, Sphinxes, Aven, goblins.
Spells of Esper: Targeted creature pump, spells that give creatures abilities (Haste, flying, trample, etc.), creatures with Tim abilities, draw spells, enchantments.
The Landscape would be volcanic jungle islands.
Grixis: Blacks lust for power is joined with white and green's tendency toward preservation, community, and cooperation. Thus, the demon lords of Grixis would have convened soon after the sundering and formed a plan to rule forever. They would share power in the form of a council of demon elders, and would hold on to this power by keeping to populace of Grixis in a state of complacency. They accomplish this by working with the elves and humans to foster villages for them to live in, and by teaching a from of necromancy that brings the dead back to life in a well preserved form that maintains their personalities. These zombies would not be desiccated, but rather look mostly like living creatures, except paler, with a bit of a waxy sheen, and a more sedate temperament. Life, or unlife, on Grixis is slow, safe, rustic, and boring, with almost no innovation or any need for it. Eventually, the undead begin to outnumber the living, and Grixis becomes a land of sedentary farming villages, populated by undead elves and humans and their living descendants, and ruled by a relatively benign oligarchy of demons.
Races of Grixis: Elves, humans, zombie forms of elves and humans, Demons.
Magic of Grixis: Graveyard manipulation, enchantment/artifact removal, recursion effects, regenerating creatures, pacifism effects, discard.
The landscape is dominated by muddy plains and boggy forests, and most farming is dominated by fungal crops.
Jund: A land of political experimentation and revolutions. White and blue would bring a sense of law, government, and learning to Jund, and red would provide the passion and creativity. It would be a divided land with many nations, some functioning republics like Rome, others direct democracies in the model of ancient Greece, and still others Marxist republics. Whenever the populace becomes convinced that the current system no longer satisfies them, armed revolution is often the result. Residents of Jund are adept at geurilla warfare, and their mages are skilled in law and binding magics, as well as the enraging spells to stoke revolution. The Dragons of Jund serve as the the leading politicians, thinkers, and revolutionaries of the plane, their ideas shaping political discourse thoughout their nations. Dragons also serve as the leaders of all major factions, and are elected to serve as heads of state.
Races of Jund: Dragons, Humans, Viashano, Rhox
Spells of Jund: Burn, binding spells, control magic, spells that force creatures to attack, draw spells, spot removal that exiles the permanent, artifact destruction, bounce spells, artifacts, token creation, counterspells.
The Landscape consists of cities built amongst towering mountains, raging rivers, and fertile valleys.
Naya: Naya’s rampant growth and unlimited life force are corrupted by blacks lust for power and blue’s willingness to alter whatever it comes across in the pursuit of perfection. Genetic and magical engineering rule the day on Naya, with Vedalken and human biomancers manipulating all they find, attempting to create the greatest and most powerful creatures they can and to improve their own physical forms. The gargantuans are seen not as sacred beasts, but as mere resources on which to experiment. In addition to the normal land based behemoths, great leviathans, both of the sea and the air, reside on this plane. Most sentient species live in cities built deep in the temperate forests and surrounded by bogs to keep out the Gargantuans. War between these cities is infrequent, and consists of mutated gargantuan and leviathan war beasts and modified human and vedalken super soldiers and mages. Most conflict on Naya, however, takes the form of espionage, with biomancer lords attempting to steal the secrets of rival cities and sabotage their opponents achievements.
Races of Naya: Humans, Vedalken, Gargantuans, Leviathans, mutants.
Spells of Naya: Spells that put creatures into play, +1/+1 counters, effects that modify creatures by color, race, or abilities, spot removal, discard, milling, counterspells, Big Creatures.
The landscape consists of enormous temperate forests bordering deep, dark oceans and harboring peat bogs.