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  • posted a message on MOM/MAT- March of the Machine + Aftermath Worldbuilding, Lore and Story
    Now I'm curious about the higher tier planeswalkers and beings remaining that haven't been mentioned in awhile.

    Will Nahiri accidentally open Zendikar back up to Eldrazi?
    Ugin is presumably fully occupied in the Mediation Realm./?
    Sorin and Arlinn are attempting to protect Innistrad, but we don't know what that entails. Is releasing Emrakul a potential break-glass-in-case-of-emergency?
    Ob Nixilis - I fully expect him to side with the Phyrexians, unless he sees them going after Halo as a threat to his goals.
    What's Garruk up to? On second thought, he would seem particulary easy to compleat.
    And Tezzeret - seems like the Phyrexians will kill/compleat him if they capture him back. But will he lay low or help the good guys in some way?

    It seems to be telegraphed that Teferi, Elspeth, Chandra (will Ghostfire be of use?), and the Wanderer (at least getting Teferi unstuck) will play key roles in the next resistance. Clearly Halo/Elspeth are a major threat to Elesh, and of course anything time-based can undo the Phyrexians' goals.
    Melira could be of better use if she gets her powers ramped up a lot, otherwise it just seems too slow at the moment.
    Posted in: Magic Storyline
  • posted a message on Uncharted Realms Discussions
    Quote from gxmiter »
    Sarkhan is presumably never born in the DTK timeline, which neatly avoids the "two Sarkhans" problem.




    Except that would create the traditional time travel paradox of not being able to affect the past in a way that eliminates one's presence/existence, because if that happens, then one wouldn't have been able to travel back to affect time, repeat, etc.

    So Sarkhan has to exist. The previous iteration of him had to have gone to the past, but in a way the doesn't jeopardize his existence (think Back to the Future 1). The only way to ~neatly~ solve that is to make it such that he always has a reason to travel back - and when he comes back, he takes his own place.



    Given that he's destined to travel back, the only detail to muck around with or keep consistent is *why*. As far as we know, the only consistent reason is 'Save the Ugin, save the world.' Which could mean that DTK *starts* with dragons in charge, but doesn't necessarily finish that way. I'm not sure if they've specifically dated DTK (it's just advertised as alternate timeline, yes?) - If it's a DTK that occurs/starts before Sarkhan is born, then things still have a chance to unfold in a way that creates a consistent movtive for Sarkhan. The problem I see with keeping dragons in charge through the conclusion of DTK and rise of Sarkhan, is that it would create a Sarkhand that doesn't have a reason to bail, which prevents the events that lead to that point - ergo, paradox.
    Posted in: Magic Storyline
  • posted a message on Uncharted Realms Discussions
    Not sure if anyone has posted this already, but I think I found an out for this all to work.

    Tarkir 1.0
    Original Ugin v. Bolas (and Yasova) result - Dragon apocalypse (thanks Yasova!) & Ugin dead.
    Sarkhan grows up in no-Dragon Tarkir (1.0), which causes him to seek out Nicol Bolas. (Let's mark this point as Bon Voyage)

    Tarkir 1.1
    Alternate Ugin v. Bolas (and Yasova) result - Dragons survive (thanks Sarkhan!) & Ugin healing away in hedron cocoon (unbeknownst to Bolas)
    Clans continue to fight vs Dragons.
    Here's the out - what if, the clans eventually wipe out most/all of the dragons (just much later than original), thus preserving the motivation for Sarkhan 1.1 to seek out Bolas? (Save the dragons! Bon Voyage!)
    Timeline then drops Sarkhan 1.0 into Tarkir after Sarkhan 1.1 leaves (thus avoiding the 2 Sarkhans in one place paradox), except now he knows where to go find Ugin, and Ugin isn't dead. Him and/or Sorin then can revive Ugin and they go try again to fix the Eldrazi problem.



    TL;DR - Sarkhan was always destined to seek out Nicol Bolas. So however the story unfolds, that motivation (i.e. dragons dying) needs to be preserved. It doesn't really matter that much if that event (dragons dying) occurs l000 yrs in the past (with Yasova's assist), or in the recent past (clans eventually gain the upper hand), as long as it happens.




    Posted in: Magic Storyline
  • posted a message on [[THS]] 702.103 -- Two mechanics will be new keyword abilities
    Has this been mentioned yet? It seems that in a mythology chockful of gods, the return/tweak of divinity counters would be a flavor fit.
    Posted in: The Rumor Mill
  • posted a message on [[DGM]] Prerelease Guildpacks not always the same
    I had Boros with secret Rakdos.
    My Boros guildpack was
    Boros Reckoner (R)
    Boros Keyrune (U)
    Boros Charm (U)
    Homed Lightning (U)
    Boros Guildgate
    Skynight Legionaire
    Martial Glory
    Daring Skyjack
    Zarichi Tiger
    Guildscorn Ward
    Aerial Maneuver
    Smite
    Bomber Corps
    Furious Resistance
    Structural Collapse

    The Rakdos Guildpack was
    Chaos Imps (R)
    Rix Maadi Guildmage (U)
    Ultimate Price (U)
    Goblin Rally (U)
    Rakdos Guildgate
    Rakdos Shred-Freak
    Skull Rend
    Annihilating Fire
    Batterhorn
    Bellows Lizard
    Viashino Racketeer
    Grim Roustabout
    Catacomb Slug
    Perilous Shadow
    Deviant Glee
    Posted in: The Rumor Mill
  • posted a message on [Speculation] Instill Infection
    I'm going to go with the accepted version of inoculation - temporarily weakening something to make it stronger in the long run.

    The specimen was euthanized (died) before the contagion could spread (goal).
    So my interpretation was that they *want* the contagion to spread, but they couldn't get the host/carrier to stay alive long enough for that to happen.

    Based on that, I would guess the creature gets 1 or more -1/-1 counters and infect (since they want it to have the ability to infect other creatures). Those -1/-1 counters kill it before it does too much damage.

    Counters + infect straight up isn't very 'blue'

    So here's a thought -
    Target creature gains infect. Each time target creature becomes tapped, put a -1/-1 counter on it. Tap target creature.

    It fits in blue's 'defensive' 'tapping' abilities as well as punishing creatures for attacking (Also blue).
    Posted in: Speculation
  • posted a message on [M11] Visual Spoiler - Necrotic Plague (Juggernaut new art)/Mystifying Maze Art
    So it's essentially a faster, cheaper Traveling Plague, which itself was a cleaner Takklemaggot.
    Posted in: The Rumor Mill
  • posted a message on [ROE] Lay Bare, Coralhelm Commander, U draw 3
    I'm not a blue mage by nature, but something about a creature that can essentially be a hasty Phantom Monster on turn 3 seems pretty good for blue.

    Blue Bear
    Echo - If you pay echo, this becomes a Phantom Monster

    but you can pay whenever, however *and* it has relevant creature type and lord skills.
    Posted in: The Rumor Mill
  • posted a message on New (Rare) Dual Lands Confirmed for M10: But what will they be?
    Based on these criteria
    Has basic land types
    Strictly inferior to original duals
    Minimal overt risk (e.g life loss)
    Minimal overt gain to opponent
    No memory issues (i.e. having to remember what it is)

    Land - Forest Mountain
    CIPT, unless you return a land to your hand.

    The drawback is a stunted mana development (which may be benign to newer players), yet it also provides a slightly challenging decision of 'how badly do i need the mana this turn?'
    Posted in: Speculation
  • posted a message on Protection on non permanents
    Quote from Jiaozy
    The things that troubles me the most is the "protection from something never granted before"...
    Which cuts off instants, all colours, artifacts and a lot of other stuff....

    Maybe it's just something like CMC X, but how about "Protection from opponents" or "from [stuff] you don't control"?:D


    Here's my oddball prediction that extended from the 2 poison hits in the Orb.

    Target player gains protection from poison and/or counters.

    As far as I can tell, this satisfies the "something never granted before" as well as the "not to a permanent".

    Although, I don't see why this protection can't/wouldn't be extended to creatures. It would seem to make sense in a counter-heavy block to have a card that can cause them to fall off.
    Posted in: Speculation
  • posted a message on Permanent Scars: -1/-1 and +1/+1 Counters Applied to Life Totals?
    Poison - 2 hits, as has been noted.
    So I would assume it's on an uncommon and/or rare card.

    What if, R&D tacked on an extension to poison in one of the following ways.

    Target player/opponent gets a poison counter and loses two life (thus establishing a link between poison and life lost)

    or

    Remove a poison counter from a player : That player loses two life. Any player can play this ability. (Again, establishing the link between a poison counter and life).

    And from that, the idea came to me (and someone has probably thought of this) -
    "A card that gives protection from something never granted before—and not to a permanent" .... Target player gains protection from poison and/or counters? (however that would be templated).

    Not a permanent
    Spells on the stack
    Graveyard
    Library
    Players

    Protection from counters would be completely new, and yet fitting in the theme of Lowryn block + Shadowmoor. After all, since Lorwyn + Morningtide were so eager to grant +1/+1 counters, it only seems logical that Shadowmoor would remove/take them away, neutralize them (with -1/-1 counters), or prevent them from getting put on in the first place -> protection from counters.
    Posted in: Speculation
  • posted a message on [SHM] Theme Decks -- Wither, Persist, Untap mechanics
    Tear down defenses and leave permanent scars in your foe’s life total.


    "Permanent" scars? As in something that puts a cap on your opponent's life total? How would this be represented? Something that caps the life total as long as it's in play or in your graveyard (otherwise, how would you keep track?)?

    Added - 1 hit for "total", 0 for "can't"/"cannot", 36 for "life", 0 for "maximum".
    Posted in: The Rumor Mill
  • posted a message on [MOR] Shard Volley, Release the Ants and Countryside Crusher (Rumored)
    Countryside Crusher
    Pro - gets beefy quick
    Con - can you draw another land from your deck through your regular draw? Other than what's in your hand already, i think this locks out drawing lands. And if there's some way to pacify it ...
    Posted in: The Rumor Mill
  • posted a message on Tiago Chan is the 2007 Magic Invitational Winner
    In theory, they could just change it into a manland a la Dryad Arbor.

    Denying Channelkeeper
    (+Legendary?) Land Creature - Island Wizard
    1/1
    (Denying Channelkeeper isn't a spell, it's affected by summoning sickness, and it has "T: Add 1 to your mana pool.")

    Channel - 2UU, Discard Denying Channelkeeper: Counter target spell.

    (+Denying Channelkeeper is blue.?)

    The name is too long, but other than that, is it not overpowered as a manland (summoning sickness is a drawback)? Should it be Legendary? Would it be "Legendary" or "Legend"?

    If it would need nerfing and a Legendary clause isn't enough, I would playtest a FoW-like channel cost instead - 3UU, -1 life, remove a blue card ... but that starts to get too wordy.
    Posted in: News
  • posted a message on Choose the Mechanic Game....
    Arcbound Aven 5
    Artifact Creature - Bird Construct
    Delve (You may remove any number of cards in your graveyard from the game as you play this spell. It costs 1 mana less to play for each card removed this way.)
    Flying
    Modular 3
    'It's a bird, it's a plane.'
    0/0

    Next:
    1: Ninjutsu or Flash
    2: Madness or Convoke
    Posted in: Custom Card Contests and Games
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