2019 Holiday Exchange!
 
A New and Exciting Beginning
 
The End of an Era
  • posted a message on First planeswalker to die?
    Quote from warped bottle
    My thought is that they might kill Gideon, given the sacrificial nature of his card, and the fact that he is trying to fight the eldrazi, he might just go out in a blaze of glory.


    It seems like Near Death Experience implies that he not only lives, but wins. Though it could be referring to a single battle
    Posted in: Magic Storyline
  • posted a message on The Eldrazi, recurring villians in the Magic storyline.
    Didn't Jace file the report on "The incident at the Eye" from off plane? I was under the impression that Jace left around the same time that Chandra did, because Chandra was the reason he was there in the first place. That would leave Sorin, Nissa, Gideon, and Sarkhan. I'm not sure of this though, if anyone has more info they can clear it up.
    Posted in: Magic Storyline
  • posted a message on The Eldrazi
    Has anyone stopped to think that maybe Bolas doesn't have a crazy plan for this, and that he actually sent just sent Sarkhan there to guard the eye? That he came upon Zendikar, realized the threat it posed to the multiverse, and therefore himself, and sent Vol to guard it so nobody could mess with the lock, not realizing his mistake?
    Posted in: Magic Storyline
  • posted a message on P9 to come online... (speculation, not confirmation)
    not in the screenshot, but the orc later said that they would definitely not be in Relics, and said that branding was looking for a way to bring them online. From this I presume that they will not be in Master's Edition 4, because if they are still "looking for a way" that probably means it won't be in a near future set. I'm just hoping they release them in a way that will let everybody have a chance to get them (i.e., as product or available in boosters), and not something that would be too exclusive (promos for winning premier events for instance) so that the prices won't get too absurd.
    Posted in: Other Formats
  • posted a message on Bolas & Conflux - What Gives?
    Quote from Skibo


    Really, Bolas's plan should have been equal to or better than Szadek's. But i chalk it up to poor thought process, I mean you put all this effort into crafting a setting, and you don't take the time to give Bolas interesting and unique things to do on each plane that would require him to have a master plan.



    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.
    Posted in: Magic Storyline
  • posted a message on Bolas & Conflux - What Gives?
    Quote from Skibo
    Yeah compare Szedek's plan to Bolas's you'll see how far creative had fallen.



    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
    Posted in: Magic Storyline
  • posted a message on Mana.
    manamorphose apparently depicts pure mana
    Posted in: Magic Storyline
  • posted a message on Bolas & Conflux - What Gives?
    it sounds lame because it is lame. Alara Unbroken was worse than Twilight
    Posted in: Magic Storyline
  • posted a message on How it works
    Quote from Like Star
    So how exactly would this happen, or how would this apply to real life? I'm talking about the game. It's even weird for D and D games, because why would it be random when you get energy or creatures? So how would it work in a realistic way?


    What am I reading?!? Wow.
    Posted in: Magic Storyline
  • posted a message on Sorin Planeswalker discussion
    Quote from Maybe Eid
    With who? That would indeed be amazing, but I'm wondering who in their right mind would have intimate relations with Grandmother Sengir.


    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.
    Posted in: Magic Storyline
  • posted a message on The What if of the Alara Shards
    Here's my take on the five enemy colored shards:

    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.
    Posted in: Magic Storyline
  • To post a comment, please or register a new account.