Lumehaven - Set file

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Fri, 2011-11-25 00:17
Anuttymous
Anuttymous's picture

Quote:
I guess it's time for the set file. I can taste the air of anticipation...

Here you go.

Thank you, everyone!


Phenomenal
Phenomonal!


During the design of Lumehaven, we wanted to find a way to use enchantments in more ways than enchantments are typically used for. Cards like Seal of Fire came to mind as they acted more like spells but still boosted the enchantment count. After consideration, we didn’t want to copy the idea. We needed something fresh…
Then it dawned on me… why not reverse it? The seal must be sacrificed to get the effect, but what if we used enter the battlefield effects? Sounded like a good idea at first but then I realized it was nothing more than a sorcery that doesn’t hit your grave. But what if the enchant gave you a permanent effect? That led me to design this:

Upon casting, it gets you a Time Warp which is nothing to sneeze at. But even after that you get the continual benefit of seeing what is coming next signifying your new enlightenment of time space. Oh, and it is part of a cycle. Here is another:

The Risen Moon Cult

Necromancy is the darker side of the Bastion of Moons, one of the magic fields that draws controversy from the Order of Sultai. The Risen Moon cultists are the extreme of those who practice necromancy on Lumehaven. They fervently work on their craft of raising the dead. These necromancers are slightly different than what you would see in the rest of the multiverse. There necromancy is enchantment based rather than simple spells of conjuration. In fact, they usually raise their masses through a ritual involving enchanting an area or the individual being… then murdering it. After death the enchantment kicks in to raise a new undead servant. A practice quite frowned upon on the rest of the plane.

And here is their leader: a mantle of death. A necromancer that is feared across the entire plane:

Mechanics of Lumehaven
Quote:
Lumehaven Mechanics

  • Enchantment Creatures
  • Incessant
  • Ambience
  • Aura Swap
  • Replicate

Enchantment Creatures

Lumehaven is a plane teeming with enchantmental energy just waiting to harnessed by Lumehaven’s residents. The Order of Sultai had found a way to use the Bastion of Sun’s energy to fuse this enchantment energy with living beings. The result was an ethereal physical being; a dichotomy and a fusion at the same time. The process is very difficult, but the benefits are great. Lumehaven features creatures who also have the enchantment subtype.

This allows them to interact with other cards that effect enchantments. Many cards in Lumehaven care about whether or not a creature is an enchantment or enchanted.

Incessant

The enchantment energy can sometimes follow a beings soul into the afterlife. This is the premise behind the new keyword incessant which goes on auras with enchant creature. Whenever a nontoken creature dies that is enchanted by an aura with incessant, the aura comes back, but this time attached to a 1/1 colorless spirit token.

This allows you to get more mileage out of your auras. A big problem with auras is the risk of 2 for 1 when your creature dies. Incessant fixes that by netting you an additional body when the host dies. Although, auras with incessant can still be destroyed themselves or the creature could change zones that doesn’t cause the die trigger. Then the aura is placed in the graveyard without and token producing madness.

Ambience

Ambience is a pseudo-keyword which activates some sort of effect whenever it is enchanted. This allows you to get additional effects on top of whatever bonuses your aura grants!

Note that ambience activates when it is enchanted. It doesn’t care who owns the enchantment. So even opponent’s or ally’s auras boost your cards.

During design we wanted to give red and black a way to fight enchantments in a way that made sense for them. Ambience allowed us to do some darker things with the mechanic.

Aura Swap

Look familiar? Aura swap is a new keyword (aside from being future shifted in Future Sight) which allows you to pay a cost to exchange an aura you control with one in your hand. This allows for a number of crazy interactions. For example:

  • Swap into a high converted mana cost aura thus skirting the casting cost. In fact, you can ignore the card’s color altogether!
  • Use an aura with evasion to get through then swap for a P/T booster.
  • Swap in an aura with first strike after blocking is declared.
  • Swap into an aura granting hexproof when the creature is the target of a spell or ability.
  • When near death, swap into an incessant card to get another body!

I fully expect that the combat step will be a little bit more complicated and exciting with aura swap on a creature in combat. And here is my favorite aura swap card in the set:

Replicate

Replicate is a returning keyword which allows the caster to copy the spell as many times as they can or want to pay the replicate cost. The possibilities are as endless as your mana supply.

Last we saw replicate it did not go outside of red and blue. On Lumehaven, the Bastion of Moons grants this to all colors.

There is also off color replicate costs:



Peace of Bastions Concordat
Quote:
The Peace of Bastions Concordat – “Freedom of Practice Act”

Centuries ago, Lumehaven was in a plane-wide war. Everyone was battling over control of one of the Bastions as well as warring with those who operated magic on the opposing polar Bastion. The Shortule Empire enacted acts of genocide against anyone studying under the Bastion of Moons, the Arrayan Empire turned on themselves in schism, and the Dwarves of Forthaw turned on everyone in order to keep their race pure from the power struggle. Races, cities, and even families were torn apart. The plane itself barely survived the struggle. After a decade of bitter fighting, the Dwarves were able to humble the Shortule Empire causing its surrender and eventual dissemination. Peace was not won over by their destruction and the threat of war between all that still stood was looming. In desperation, the great Dwarven general Elek Longbeard, negotiated a peace treaty among all the plane which allowed “freedom on study” among the Bastions.


Section 3-5
And no race, tribe, city, or any other grouping of person’s of like interest or locale shall claim dominion over either Bastion (as defined under Section 1-2). Such declaration is a direct violation of this treaty and removes all involved from under its protection. Furthermore, the Order of Sultai is directed to carry out immediate and just punishment.
Note: Refer to Section 7-8 to refer to punishments which can be carried out.


Section 3-6
All resident’s of Lumehaven, as well as welcomed guests from the multiverse, have the right to study at either Bastion and practice its magical properties (as defined under Section 1-2). No person shall harm, hinder, harass, or otherwise prevent another from studying or practicing of either Bastion. This does not provide protection for proven criminal behavior.

This controversial agreement could only be obtained at this time. The war torn people were willing to make almost any concessions to bring peace .
In addition to provided freedom of practice, the treaty also raised of the Order of Sultai, an organization assigned to protect the Bastions and carry out any violations that could threaten the established plane-wide peace. Its intent was to be a group of investigators and battlemages who could enforce the treaty across the plane. Its initial leadership was grouped from all over Lumehaven; unfortunately that also included the dissented Shortule Empire.

“Cutting Corners”

The modern order has evolved into one of the most influential political forces on the plane. The Order is divided into two branches: Enlightened of Suns; and Blessed of Moons. While both are valid operating forces, the majority of the Order still carry the old stigma of the vanquished Shortule Empire. Most resources are spent on the Bastion of Suns with little attention to its polar opposite.
That is not the scary part though. The Order often uses Section 3-5 and 3-6 to enact “justice” on individuals who act in a manner which does not suit the Order. Whenever a disagreement occurs the Order simply enacts Section 3-5 stating that said individuals are “claiming dominion” or “committing a crime”. Although many have been purged through these practices, it is always held in highest secrecy, even most members of the Order are not aware (and would not approve) of these practices.

“The Builders of Change”

In response to these acts, the Artisans of Mutara formed. While they centralize themselves around the study and practice of the Bastion of Moons, their main goal is true freedom of practice and “Ascension of the Moon”. Because of the practice of the Order, the Artisans of Mutara act in complete secrecy - a tightly held secret society. Although the Order possesses more resources as well as legal authority of The Peace of Bastions Concordat, the Artisans do have one upper hand…

Fallek Duins is planeswalker based in illusion magic. He specializes in making the seen to be unseen and the unreal to seem real. His ability to deceive the mind surpasse that of any other that has ever studied at the Arcanum University. In fact, it is said that nobody even knows if his human form is even his true form.

These talents have placed him deep into the Order of Sultai as an undercover agent for the Artisans of Mutara. Speaking of his talents, lets see what they are:

Spoiler:

One thing about an illusionist is that they hold their tricks until they make the most impact. Fallek isn’t held back by silly things like the timing of a sorcery or creature. This is a fair effect in itself shown by Leyline of Anticipation and Vedalken Orrery. Fallek is at five mana so he is slightly above the curve both those. Let’s see what else you has to offer?

Spoiler:

Does anyone else like Phantasmal Image? I know that I do. And I would certainly love to create multiple copies of them. Of course he can’t target one of his tokens but I am sure the battlefield is ripe with great targets!

And to see the rest of him:

Spoiler:

Fallek’s ultimate was a tough one to nail down. The intent was that you would cast a spell evoking whatever appropriate response from your opponent would be, only to pull out a new trick when the spell resolves , therefore “deceiving” your opponent. The original looked something like this “If a spell you cast would resolve, you may search your library for a card. If you do, that card resolves instead:. Luckily, the design team was able to keep me in check with this horrid effect.

The ultimate ended being something that I am really happy with. An exciting and flavorful conclusion for an illusionist. I can’t wait to Ponder about Time Warp!

~ Guitarweeps

Incessantly
Quote:
Incessantly

As you know, Lumehaven contains many enchantments, and those are often Auras. Guitarweeps gave you a little sneak peek of ambience. Ambience shows the way that residents can infuse themselves with enchantmental powers, and even those that have been Luminated will take kindly to the benefits. But, even some of the wild beasts that live in the area have learned to accept the boons.


Placing an enchantment upon another is fairly easy, but there are those that imbue them so deep they last longer than the subject, lingering on in a form that Lumehavians believe to be their "soul". Of course, the power to place an enchantment this deep can be found from the Bastion of Suns, so numerous people have access...


Being Lumehaven, though, there are some who can manage to do amazing things, such as draw out the soul before death...


And now, here's another incessant card...

Spoiler:

Residents of Lumehaven
Getting to Know the Residents of Lumehaven

Order of Sultai
The Order is a strict heirarchy that is tasked with both protecting and studying the Bastions. Although the order stands for both, they hold the Bastion of Moons in lower importance due to its "controversial" effects. The Order has many heirachies ranging from basic troops to archmages to political figures. The Order is divided into two different branches, the Enlightened of Suns protect and study the Bastion of Suns while the Blessed of Moons represent the Bastion of Moons. Even many in the Blessed of Moons branch view it as an evil bane to the plane. Although, it was never the intent of establishing the Order, they effectively rule Lumehaven. If not directly then through their influence. The only ones who are outside their influence are the Dwarves, but that may be more so because they feel the Dwarves have nothing to offer aside from their weaponry and armor.

Most of the Order are righteous citizens who wish only to learn more of the Bastion and protect Lumehaven from its potential abuse. There are some with their own agendas though. In many cases those agendas involve Lumination.

One ot the greatest achievement of the Order, at least in their own eyes, was the discovery of the ability to harness the enchanting qualities of the Bastion and apply it to a physical body, or Lumination. This is different than simply enchanting a being with a suitable enhancement. Essentially the host itself, becomes an enchantment. This holds many benefits: no aging, immunity from sickness, even resistance to some magic. The process is very difficult, especially for the host. Most do not survive. Still, it is the ultimate goal and highest honor to acheive in the Order.




Artisans of Mutara

While the Order "allows" study and use of the Bastion of Moons under the freedom of study clause in the peace treaty, they commonly use tactics to quell the actual study of the more controversial pairing of the Bastions. Some are legal such as public humiliation (although not neccessarily ethical), others are less so... to include secret imprisonment and sabotage.

This cause the Artisans of Mutara to form. It is a society acting in secret out of the reach of the Order of Sultai. Its members study and revere the Bastion of Moons and all of its powers. Although they are not all bent on evil intentions, it is common for those who wish to practice mind control, necromancy, deception, and time manipulation not to be kind of heart. Although, there are many righteous members who just want ot study the Bastion of Moons without fear or ridicule.

The Artisans of Mutara are based out of the port city Vindr. This is the closest city to the Bastion of Moons which is very difficult to get to, either by rocky cliffs or by sea.... or other means if you know the right people. The sect is made up of many different members from all over Lumehaven. Even some members of the Blessed of Moons moonlight as the Artisans of Mutara.

The primary short-term goal of the sect is to study and perfect the magic of the Bastion of Moons. The long-term goal is to demonstrate the power of Bastion of Moons over the Bastion of Suns.

Because of the nature of the magic that the Bastion of Moons evokes, it is quite easy for the Artisans of Mutara to stay secret. while they do not exist without the Order's knowledge, their actions are widely unknown to the Order.

Arrayanian Elves
The slight remains of the great Arrayan Empire. Since the schism that occured during the War of Bastions, there has been little left of what was once the great and powerful empire. The Arrayanians seek to rebuild themselves throught the power of the Bastion of Suns. Believing it to be the source of great power and prosperity, they study it relentlessly almost to the point of worship. An elf who rescinds the Bastion is punished with death. Many of the original elder Arrayanians were killed in the civil war between the elves so they seem to have forgotten how the hunger for Bastion power destroyed their empire.

Elves of Elhav
Elhav represents the other half of the Arrayan Empire's schism. Mostly they consist of elves who recognized the corruption caused by hunger for the Bastions. Unfortunately, they mistakenly branded the problem as the study of the Bastions vice simple hunger for power and took it too far. In the end they destroyed the great Arrayan Empire and now hold ill will towards any whom revere the Bastions; although, they have left their violent ways behind. Elhavians value natural strength and tactics. Magic and its enhancements are scorned and for the weak in their minds.

Since the schism left the Arrayan palace in ruins, they now occupy the city of Elhav. It is a beautiful city in the Kabaru forest; although, it pales in comparison to the Arrayan palace. Here the elves coincide with nature and keep all influence of the Bastions outside.


Dwarves of Forthaw
The Dwarves of Lumehaven are the only race that still remains completely united. They are also the only race that does not hold the bastions in sacred standing. They believe these two facts to be no coincidence and in fact related to each other. "Bastard of the Bastions" is a unruly slur used by Dwarves who have had a little too much ale... although Dwarves believe there to be no such thing as too much ale. Needless to say, you will hear it quite often in Forthaw even if spending a short time there.

Despite their views of the Bastion, the Dwarves respect and revere its power. The magical properties cannot be denied and even the skeptic Dwarves utilize the power of the Bastion in some ways. But more than anything they fear it greatly, or more accurately, they fear the tempting power that it holds. Since Dwarves live for centuries, they remember well the events of the War of the Bastions when Lumehaven turned on itself in hunger for power and glory. No one recalls this better than their general, Elek Longbeard. He was a dear friend of two brothers, Elven princes of Arrayan, Aran and Thoran. When the war turned sour races turned on themselves, brothers turned on brothers, and many were murdered by their own kin. In the schism of the Arrayan Empire, Elek watched as his two friends brought their armies against each other and both perished in battle, effectively destroying the Arrayan Empire and the unity of the Elves forever. The Dwarves remember this battle and the disunity that it warns every year during The Kindling, a two week memorial period. Unfortunately, enough generations have passed that most other races do not remember their previous mistakes.

The Dwarves are busy bodies, always working on stonework, smithing, or masonry. With the fires bruning for light there are projects going on all the time. Dwarven goods are sought after almost is prized as the Bastions. And they are proud. What better way to guide Lumehaven from trust in the Bastions than to show what can be done without it? Some of the blacksmiths even have a saying... well, why don't I just let them tell you?

Spoiler:

Guide to Lumehaven
A Planeswalker's Guide to Lumehaven
by Guitarweeps

Lumehaven is a plane teeming with strange magical properties. The core of its magical prowess is two polar opposites on the plane called Bastions which exude a mysterious magical essence. Residents of Lumehaven possess incredible knowledge of magic due to their exposure and study of these magical entities. They have accompliched amazing progress especially in the field of auramancy. Planeswalkers from all over the multiverse come to Lumehaven to study the strange plane and learn from its most powerful mages.


Art © Cristle-Drake - DeviantArt



The Bastions

The two Bastions sit at polar ends of Lumehaven and have very powerful magical energies. Any spells cast within the proximity of a Bastion easily draws mana and is enhanced in power. The two Bastions share the same fundamentals but are very different:

Bastion of Suns - Has the power of purification from disease and injury, enchantmental qualities, physical enhancement, and resurrection - enchanters flock here to study auramancy.

Bastion of Moons - Has a darker power, which can be used for foresight, deceptive magic, necromancy, mind inception, and is more focused on temporary magic such as spells - sorcerers flock here to enhance their spellcraft.

The Bastions are considered a legendary phenomenon and are both heavily studied and revered. No one knows how the Bastions exist or where they came from. Residents of Lumehaven believe that the Bastions balance the natural powers of the world and that if one were to dissipate then the plane would be violently thrown out of balance.


Art © TheEchoDragon - DeviantArt



Ascendant Lumination

Upon study of the exotic qualities of the Bastion of Suns, the Order of Sultai was able to discover a way to combine the mysterious essence of enchantmental magic with the physical world. This process is referred to as "lumination" where the physical being is infused with the aphysical aspects of enchantments. The benefits to the host include increased magical ability, immunity to diseases, and immortality as physical aging no longer occurs.

The process of lumination is very complicated and often takes years of concentrated study for the host as well as those carrying out the ritual. Hosts are carefully selected from the most worthy auramancers on the plane. Although, as of late, there have been sightings of different races of beings who exhibit the inherent qualities of lumination without explanation.


Art © John Avon



War of the Bastions

Two centuries ago Lumehaven was torn in war over the Bastions. Because of the opposing properties of the Bastion of Suns and Bastion of Moons those that studied one believed the other to be lesser and devoid of honor. The Empire of Shortule controlled the Bastion of Suns with a tight fist. The Elven kingdom of Arraya believed they had the right to the Bastion as well and war ensued. At the same time the Shortule took acts of genocide against all those that used the Bastion of Moons. The Dwarves, seeing the ensuing war turned against all, believing that the hunger for power turned all to evil, and sought to annihilate all kingdoms who used the Bastions for power. The war went on for over a decade before the Dwarven general, Elek Longbeard, formed an alliance against the Shortule Empire. The remaining survivors formed a peace treaty which allowed "freedom of study" of the Bastions for all. It also erected the Order of Sultai to protect and study the Bastions. Despite the ongoing peace, their is still much tension between those who follow the path of the Bastion of Suns and those who follow the Bastion of Moons. Old wounds have not all healed.


Art © Ilacha - DeviantArt



The World of Lumehaven

Thorania

Thorania is the largest province on Lumehaven. It's capital city, Teharia, is a melting pot of all races and mages. It sits in the Phalan plains with the Bastion of Suns. This is where the Order of Sultai deal with most of their business and study. Although the city is a sight in itself, the true draw and beauty of Thorania is the breathtaking Bastion. Travelers come from all over to study or just see the beautiful phenomenon. Any who lay eyes here are truly blessed.

Arcanum University

Some of the most powerful minds are at the Arcanum University, which offers instruction for many paths of magic. Mages from all over Lumehaven go through rigorous training at the Arcanum. It is a must stop for planeswalkers who wish to expand their knowledge of magic and the multiverse. Access to the Bastions are limited only to residents of Lumehaven, but the Arcanum University offers teachings on both Bastions to any student. Admission to the University is highly competitive but immensly rewarding as some of the most powerful mages and planeswalkers in the multiverse teach their specialized fields of magic. Many accuse the university of political corruption though, as they do not offer instruction on some more controversial fields of magic such as necromancy, clockworking, and sangromancy.


Art © Danyi Istvan

Elhav

The great Elven city of Elhav sits in the Kabaru woods. It is a beautiful city set atop trees with winding bridges connecting all the different parts. It signifies the connection of every living thing in the woods. Unfortunately, reality of the Elven empire is not as unified. Although they are on peaceful terms since the War of the Bastions, the Arrayan Empire was split in two. The Arrayans still seek the power of the Bastions, while the elves of Elhav returned to more natural roots. They value brawn and cunning, only the srongest deserve to survive. Reliance on magical enhancement is viewed as unworthy and pitiful weakness.

Forthaw

The city of Forthaw is the grand dwelling of the dwarves. Made entirely in the side of a mountain it doesn't seem like much aside from the perfectly constructed pillars at the entrance. Inside is where the real craftsmanship shows. The dwarves of Lumehaven are joyful, stubborn, and intelligent. Anything built or forged by a dwarf is of impeccable quality and incredible value. They also enjoy their ale; anything brewed by dwarves is just as valuable as their weaponry. Like the elves of Elhav, the dwarves of Forthaw value natural beauty and strength. They prefer to rely on nature and view all their masonry and ironsmithing as an art form as well as a way of life. Although, they are a little more openminded since the war. They send representatives to learn from the Bastions and even enhance some of their crafts with enchantments. Blacksmiths especially like the enchantment that keeps their fires hot without coal.

Since the war, the dwarves have tried to keep to themselves and rarely entertain guests. Which is unfortunate considering that their stonework is magnificently beautiful and above even the beauty of the Arrayan Pestle or the Bastion of Suns itself. Dwarves are perfectly happy keeping all this to themselves, untainted from the hunger for power that the outside world fell to years ago. Instead they craft away, singing drinking songs while sipping their ale.


Art © Ilya Komarov

Vindr

The port city of Vindr is the closest settlement to the Bastion of Moons. However, it is not as easily accessible as its polar counterpart. Travel to the Bastion of Moons can only be made over treacherous cliffsides or across hazy waters. Storms brew often from the heart of the Bastion coarsing across the waters and shore. They seem to carry strong magical properties with them as well as powerful destruction. Many wayward ships and small ports have disappeared into the crux of one of these storms. The Vindr stormchasers are curious mages who journey into the heart of the storms to study and attempt to harness the storm's power.


Art © Jerry8448

More importantly are the political aspects of Vindr. It is here that the Artisans of Mutara have their secret headquarters. Although, they are technically legal under the Freedom of Study truce, the contraversy of their studies and methods still have them in danger of being banished or worse. They are content for now holding secret studies, experiments, and meetings. Soon they hope to be able to practice out in the open and show Lumehaven the true power of the Bastions...


Announcing Lumehaven

MTG logo (C) Wizards of the Coast; Lumehaven logo (C) cooltext.com

Allure is fatal.

Set Name Lumehaven
Block Set 1 in the Lumehaven block
Three-Letter Abbreviation LUM
Number of Cards 235
Design and Development Anuttymous (lead)
Guitarweeps
HerzinthTheDark
kikushadowblades
lord_joakim
New Kind of Christ
Sewn-Eye
TheAmazingKamahl
werrdna50
and many others


Art by TheEchoDragon - DeviantArt

Anuttymous the Gathering
Anonymous + nutty = A-nutty-mous (no mice involved)
Ask me if you need any help

Fri, 2011-11-25 00:40
Sohel
Sohel's picture

*Sits expectantly at the edge of the bed and waits*

I'm back! I survived the Eater of Days!

Fri, 2011-11-25 00:42
Noahlotr
Noahlotr's picture

Wow... Awesome pic. This is gonna be good.

Fri, 2011-11-25 00:54
mackhands
mackhands's picture

Where do you find all this incredible art? That's honestly my biggest issue/fear about starting new sets to share with you all, is running out of good art for the cards.

Fri, 2011-11-25 01:26
Sewn-Eye
Sewn-Eye's picture

Wait, what. I contributed? When? o:

Looks good, though.

"Too wary to charge, too prudent to serve. Not anymore."
—Sedris, the Traitor King

Fri, 2011-11-25 01:47
Anuttymous
Anuttymous's picture

Heh, the names up there are some from a LONG way back, whomever I saw in the thread repeatedly. You were there on occasions. Some who might not be up there (sorry for those), are probably those who only posted a couple times.
As for the art, just takes a bit of time on DeviantArt.

Glad you're all excited. Me too!!

Anuttymous the Gathering
Anonymous + nutty = A-nutty-mous (no mice involved)
Ask me if you need any help

Fri, 2011-11-25 03:22
Guitarweeps
Head Administrator
Guitarweeps's picture

Yeah, glad this is finally getting revealed!

Check out my updated set hub.

Fri, 2011-11-25 16:37
Noahlotr
Noahlotr's picture

Are you gonna do this like Kune? Because the way you did Kune is pretty awesome.

Fri, 2011-11-25 19:22
lord_joakim
lord_joakim's picture

This. Is. Awesome. Big smile

Sat, 2011-11-26 00:58
Negative ZZ
Negative ZZ's picture

Great!

Sat, 2011-11-26 02:42
Anuttymous
Anuttymous's picture

I'll do this similar, I'd imagine, however it won't just be me, so I can't control exactly how it'll go. Hopefully, you should expect some new and different things happening, and not just from me.

And joakim, didn't you say that about Kune too? Stick out your tongue
Glad everyone's excited.

Anuttymous the Gathering
Anonymous + nutty = A-nutty-mous (no mice involved)
Ask me if you need any help

Mon, 2011-12-05 06:27
CrimsonReaper

C'MON!!!! I WANNA SEE SOME SPOILERS!!!

This is almost as frustrating as waiting for Dark Ascension spolers!!!

Don't keep us waiting anuttymous; the set looks awesome!!!

Tue, 2011-12-06 01:02
Anuttymous
Anuttymous's picture

Hah, glad you're excited, but I'm afraid the actual reveal won't be until at least after the new year, perhaps even longer. Still some things that need ironing out, and communication is always slow.

Anuttymous the Gathering
Anonymous + nutty = A-nutty-mous (no mice involved)
Ask me if you need any help

Tue, 2011-12-06 04:48
CrimsonReaper

Annutymous; this is all I have to say...

D: (Epic sad face)

But seriously, this set looks awesome. Congrats guys

Sun, 2012-03-04 18:08
Anuttymous
Anuttymous's picture

A Planeswalker's Guide to Lumehaven
by Guitarweeps

Lumehaven is a plane teeming with strange magical properties. The core of its magical prowess is two polar opposites on the plane called Bastions which exude a mysterious magical essence. Residents of Lumehaven possess incredible knowledge of magic due to their exposure and study of these magical entities. They have accompliched amazing progress especially in the field of auramancy. Planeswalkers from all over the multiverse come to Lumehaven to study the strange plane and learn from its most powerful mages.


Art © Cristle-Drake - DeviantArt



The Bastions

The two Bastions sit at polar ends of Lumehaven and have very powerful magical energies. Any spells cast within the proximity of a Bastion easily draws mana and is enhanced in power. The two Bastions share the same fundamentals but are very different:

Bastion of Suns - Has the power of purification from disease and injury, enchantmental qualities, physical enhancement, and resurrection - enchanters flock here to study auramancy.

Bastion of Moons - Has a darker power, which can be used for foresight, deceptive magic, necromancy, mind inception, and is more focused on temporary magic such as spells - sorcerers flock here to enhance their spellcraft.

The Bastions are considered a legendary phenomenon and are both heavily studied and revered. No one knows how the Bastions exist or where they came from. Residents of Lumehaven believe that the Bastions balance the natural powers of the world and that if one were to dissipate then the plane would be violently thrown out of balance.


Art © TheEchoDragon - DeviantArt



Ascendant Lumination

Upon study of the exotic qualities of the Bastion of Suns, the Order of Sultai was able to discover a way to combine the mysterious essence of enchantmental magic with the physical world. This process is referred to as "lumination" where the physical being is infused with the aphysical aspects of enchantments. The benefits to the host include increased magical ability, immunity to diseases, and immortality as physical aging no longer occurs.

The process of lumination is very complicated and often takes years of concentrated study for the host as well as those carrying out the ritual. Hosts are carefully selected from the most worthy auramancers on the plane. Although, as of late, there have been sightings of different races of beings who exhibit the inherent qualities of lumination without explanation.


Art © John Avon



War of the Bastions

Two centuries ago Lumehaven was torn in war over the Bastions. Because of the opposing properties of the Bastion of Suns and Bastion of Moons those that studied one believed the other to be lesser and devoid of honor. The Empire of Shortule controlled the Bastion of Suns with a tight fist. The Elven kingdom of Arraya believed they had the right to the Bastion as well and war ensued. At the same time the Shortule took acts of genocide against all those that used the Bastion of Moons. The Dwarves, seeing the ensuing war turned against all, believing that the hunger for power turned all to evil, and sought to annihilate all kingdoms who used the Bastions for power. The war went on for over a decade before the Dwarven general, Elek Longbeard, formed an alliance against the Shortule Empire. The remaining survivors formed a peace treaty which allowed "freedom of study" of the Bastions for all. It also erected the Order of Sultai to protect and study the Bastions. Despite the ongoing peace, their is still much tension between those who follow the path of the Bastion of Suns and those who follow the Bastion of Moons. Old wounds have not all healed.


Art © Ilacha - DeviantArt



The World of Lumehaven

Thorania

Thorania is the largest province on Lumehaven. It's capital city, Teharia, is a melting pot of all races and mages. It sits in the Phalan plains with the Bastion of Suns. This is where the Order of Sultai deal with most of their business and study. Although the city is a sight in itself, the true draw and beauty of Thorania is the breathtaking Bastion. Travelers come from all over to study or just see the beautiful phenomenon. Any who lay eyes here are truly blessed.

Arcanum University

Some of the most powerful minds are at the Arcanum University, which offers instruction for many paths of magic. Mages from all over Lumehaven go through rigorous training at the Arcanum. It is a must stop for planeswalkers who wish to expand their knowledge of magic and the multiverse. Access to the Bastions are limited only to residents of Lumehaven, but the Arcanum University offers teachings on both Bastions to any student. Admission to the University is highly competitive but immensly rewarding as some of the most powerful mages and planeswalkers in the multiverse teach their specialized fields of magic. Many accuse the university of political corruption though, as they do not offer instruction on some more controversial fields of magic such as necromancy, clockworking, and sangromancy.


Art © Danyi Istvan

Elhav

The great Elven city of Elhav sits in the Kabaru woods. It is a beautiful city set atop trees with winding bridges connecting all the different parts. It signifies the connection of every living thing in the woods. Unfortunately, reality of the Elven empire is not as unified. Although they are on peaceful terms since the War of the Bastions, the Arrayan Empire was split in two. The Arrayans still seek the power of the Bastions, while the elves of Elhav returned to more natural roots. They value brawn and cunning, only the srongest deserve to survive. Reliance on magical enhancement is viewed as unworthy and pitiful weakness.

Forthaw

The city of Forthaw is the grand dwelling of the dwarves. Made entirely in the side of a mountain it doesn't seem like much aside from the perfectly constructed pillars at the entrance. Inside is where the real craftsmanship shows. The dwarves of Lumehaven are joyful, stubborn, and intelligent. Anything built or forged by a dwarf is of impeccable quality and incredible value. They also enjoy their ale; anything brewed by dwarves is just as valuable as their weaponry. Like the elves of Elhav, the dwarves of Forthaw value natural beauty and strength. They prefer to rely on nature and view all their masonry and ironsmithing as an art form as well as a way of life. Although, they are a little more openminded since the war. They send representatives to learn from the Bastions and even enhance some of their crafts with enchantments. Blacksmiths especially like the enchantment that keeps their fires hot without coal.

Since the war, the dwarves have tried to keep to themselves and rarely entertain guests. Which is unfortunate considering that their stonework is magnificently beautiful and above even the beauty of the Arrayan Pestle or the Bastion of Suns itself. Dwarves are perfectly happy keeping all this to themselves, untainted from the hunger for power that the outside world fell to years ago. Instead they craft away, singing drinking songs while sipping their ale.


Art © Ilya Komarov

Vindr

The port city of Vindr is the closest settlement to the Bastion of Moons. However, it is not as easily accessible as its polar counterpart. Travel to the Bastion of Moons can only be made over treacherous cliffsides or across hazy waters. Storms brew often from the heart of the Bastion coarsing across the waters and shore. They seem to carry strong magical properties with them as well as powerful destruction. Many wayward ships and small ports have disappeared into the crux of one of these storms. The Vindr stormchasers are curious mages who journey into the heart of the storms to study and attempt to harness the storm's power.


Art © Jerry8448

More importantly are the political aspects of Vindr. It is here that the Artisans of Mutara have their secret headquarters. Although, they are technically legal under the Freedom of Study truce, the contraversy of their studies and methods still have them in danger of being banished or worse. They are content for now holding secret studies, experiments, and meetings. Soon they hope to be able to practice out in the open and show Lumehaven the true power of the Bastions...

Anuttymous the Gathering
Anonymous + nutty = A-nutty-mous (no mice involved)
Ask me if you need any help

Sun, 2012-03-04 21:36
Sohel
Sohel's picture

I really like the different approach towards Lumehaven regarding Kune. A planeswalker's guide seems great; explaining landmarks, events, the people themselves is awesome. Personally, I'm in love with both Bastions. I have a question, though; who are the Ota?

I'm back! I survived the Eater of Days!

Mon, 2012-03-05 00:03
Guitarweeps
Head Administrator
Guitarweeps's picture

Be patient... A happy smile

Check out my updated set hub.

Mon, 2012-03-05 00:05
Inanimate
Inanimate's picture

Ota are extraplanar invaders, maybe? Or a sealed evil?

Also known as Inanimate at Goblin Artisans, TurboJustice at MTGS, and TyrRev at /r/custommagic

Mon, 2012-03-05 00:19
Noahlotr
Noahlotr's picture

Oh my lord this is so cool.

Mon, 2012-03-05 13:39
Anuttymous
Anuttymous's picture

Sohel wrote:
I really like the different approach towards Lumehaven regarding Kune. A planeswalker's guide seems great; explaining landmarks, events, the people themselves is awesome. Personally, I'm in love with both Bastions. I have a question, though; who are the Ota?

Remember, Kune was made and sorted entirely by me, with a couple cards previewed by others. Lumehaven was made by a whole bunch of us, and has a variety of different perspectives and ideas.
Also, it's nice to see that you've snooped around the sidelines a bit, there, finding out about the Ota...

Anuttymous the Gathering
Anonymous + nutty = A-nutty-mous (no mice involved)
Ask me if you need any help

Thu, 2012-03-22 11:02
CrimsonReaper

So... yeah... um... when are we gonna get some previews? *sits expectantly nose to screen*

Tue, 2012-04-10 11:01
Guitarweeps
Head Administrator
Guitarweeps's picture

Getting to Know the Residents of Lumehaven

Order of Sultai
The Order is a strict heirarchy that is tasked with both protecting and studying the Bastions. Although the order stands for both, they hold the Bastion of Moons in lower importance due to its "controversial" effects. The Order has many heirachies ranging from basic troops to archmages to political figures. The Order is divided into two different branches, the Enlightened of Suns protect and study the Bastion of Suns while the Blessed of Moons represent the Bastion of Moons. Even many in the Blessed of Moons branch view it as an evil bane to the plane. Although, it was never the intent of establishing the Order, they effectively rule Lumehaven. If not directly then through their influence. The only ones who are outside their influence are the Dwarves, but that may be more so because they feel the Dwarves have nothing to offer aside from their weaponry and armor.

Most of the Order are righteous citizens who wish only to learn more of the Bastion and protect Lumehaven from its potential abuse. There are some with their own agendas though. In many cases those agendas involve Lumination.

One ot the greatest achievement of the Order, at least in their own eyes, was the discovery of the ability to harness the enchanting qualities of the Bastion and apply it to a physical body, or Lumination. This is different than simply enchanting a being with a suitable enhancement. Essentially the host itself, becomes an enchantment. This holds many benefits: no aging, immunity from sickness, even resistance to some magic. The process is very difficult, especially for the host. Most do not survive. Still, it is the ultimate goal and highest honor to acheive in the Order.




Artisans of Mutara

While the Order "allows" study and use of the Bastion of Moons under the freedom of study clause in the peace treaty, they commonly use tactics to quell the actual study of the more controversial pairing of the Bastions. Some are legal such as public humiliation (although not neccessarily ethical), others are less so... to include secret imprisonment and sabotage.

This cause the Artisans of Mutara to form. It is a society acting in secret out of the reach of the Order of Sultai. Its members study and revere the Bastion of Moons and all of its powers. Although they are not all bent on evil intentions, it is common for those who wish to practice mind control, necromancy, deception, and time manipulation not to be kind of heart. Although, there are many righteous members who just want ot study the Bastion of Moons without fear or ridicule.

The Artisans of Mutara are based out of the port city Vindr. This is the closest city to the Bastion of Moons which is very difficult to get to, either by rocky cliffs or by sea.... or other means if you know the right people. The sect is made up of many different members from all over Lumehaven. Even some members of the Blessed of Moons moonlight as the Artisans of Mutara.

The primary short-term goal of the sect is to study and perfect the magic of the Bastion of Moons. The long-term goal is to demonstrate the power of Bastion of Moons over the Bastion of Suns.

Because of the nature of the magic that the Bastion of Moons evokes, it is quite easy for the Artisans of Mutara to stay secret. while they do not exist without the Order's knowledge, their actions are widely unknown to the Order.

Arrayanian Elves
The slight remains of the great Arrayan Empire. Since the schism that occured during the War of Bastions, there has been little left of what was once the great and powerful empire. The Arrayanians seek to rebuild themselves throught the power of the Bastion of Suns. Believing it to be the source of great power and prosperity, they study it relentlessly almost to the point of worship. An elf who rescinds the Bastion is punished with death. Many of the original elder Arrayanians were killed in the civil war between the elves so they seem to have forgotten how the hunger for Bastion power destroyed their empire.

Elves of Elhav
Elhav represents the other half of the Arrayan Empire's schism. Mostly they consist of elves who recognized the corruption caused by hunger for the Bastions. Unfortunately, they mistakenly branded the problem as the study of the Bastions vice simple hunger for power and took it too far. In the end they destroyed the great Arrayan Empire and now hold ill will towards any whom revere the Bastions; although, they have left their violent ways behind. Elhavians value natural strength and tactics. Magic and its enhancements are scorned and for the weak in their minds.

Since the schism left the Arrayan palace in ruins, they now occupy the city of Elhav. It is a beautiful city in the Kabaru forest; although, it pales in comparison to the Arrayan palace. Here the elves coincide with nature and keep all influence of the Bastions outside.


Dwarves of Forthaw
The Dwarves of Lumehaven are the only race that still remains completely united. They are also the only race that does not hold the bastions in sacred standing. They believe these two facts to be no coincidence and in fact related to each other. "Bastard of the Bastions" is a unruly slur used by Dwarves who have had a little too much ale... although Dwarves believe there to be no such thing as too much ale. Needless to say, you will hear it quite often in Forthaw even if spending a short time there.

Despite their views of the Bastion, the Dwarves respect and revere its power. The magical properties cannot be denied and even the skeptic Dwarves utilize the power of the Bastion in some ways. But more than anything they fear it greatly, or more accurately, they fear the tempting power that it holds. Since Dwarves live for centuries, they remember well the events of the War of the Bastions when Lumehaven turned on itself in hunger for power and glory. No one recalls this better than their general, Elek Longbeard. He was a dear friend of two brothers, Elven princes of Arrayan, Aran and Thoran. When the war turned sour races turned on themselves, brothers turned on brothers, and many were murdered by their own kin. In the schism of the Arrayan Empire, Elek watched as his two friends brought their armies against each other and both perished in battle, effectively destroying the Arrayan Empire and the unity of the Elves forever. The Dwarves remember this battle and the disunity that it warns every year during The Kindling, a two week memorial period. Unfortunately, enough generations have passed that most other races do not remember their previous mistakes.

The Dwarves are busy bodies, always working on stonework, smithing, or masonry. With the fires bruning for light there are projects going on all the time. Dwarven goods are sought after almost is prized as the Bastions. And they are proud. What better way to guide Lumehaven from trust in the Bastions than to show what can be done without it? Some of the blacksmiths even have a saying... well, why don't I just let them tell you?

Spoiler:

Check out my updated set hub.

Wed, 2012-04-11 12:45
Styrofoamking
Styrofoamking's picture

Um, would it be alright if I steal Ambience for my set? It's simple and elegant and fits beautifully.

Tangent Artists present: CRIT! One of three webcomics that updates every weekend!

Spoiler:

Wed, 2012-04-11 12:57
Guitarweeps
Head Administrator
Guitarweeps's picture

Sure, glad you like it!

Check out my updated set hub.

Thu, 2012-04-19 22:33
Anuttymous
Anuttymous's picture

Incessantly

As you know, Lumehaven contains many enchantments, and those are often Auras. Guitarweeps gave you a little sneak peek of ambience. Ambience shows the way that residents can infuse themselves with enchantmental powers, and even those that have been Luminated will take kindly to the benefits. But, even some of the wild beasts that live in the area have learned to accept the boons.


Placing an enchantment upon another is fairly easy, but there are those that imbue them so deep they last longer than the subject, lingering on in a form that Lumehavians believe to be their "soul". Of course, the power to place an enchantment this deep can be found from the Bastion of Suns, so numerous people have access...


Being Lumehaven, though, there are some who can manage to do amazing things, such as draw out the soul before death...


And now, here's another incessant card...

Spoiler:

Anuttymous the Gathering
Anonymous + nutty = A-nutty-mous (no mice involved)
Ask me if you need any help

Fri, 2012-04-20 16:46
Dark Nova
Dark Nova's picture

I really like the ideas you have here. Can I ask where you find your artwork? I love it! I have such a trouble finding art of this caliber for my sets.


The newest set by Dark Nova creations.

Tue, 2012-04-24 22:08
Guitarweeps
Head Administrator
Guitarweeps's picture

Quote:
The Peace of Bastions Concordat – “Freedom of Practice Act”

Centuries ago, Lumehaven was in a plane-wide war. Everyone was battling over control of one of the Bastions as well as warring with those who operated magic on the opposing polar Bastion. The Shortule Empire enacted acts of genocide against anyone studying under the Bastion of Moons, the Arrayan Empire turned on themselves in schism, and the Dwarves of Forthaw turned on everyone in order to keep their race pure from the power struggle. Races, cities, and even families were torn apart. The plane itself barely survived the struggle. After a decade of bitter fighting, the Dwarves were able to humble the Shortule Empire causing its surrender and eventual dissemination. Peace was not won over by their destruction and the threat of war between all that still stood was looming. In desperation, the great Dwarven general Elek Longbeard, negotiated a peace treaty among all the plane which allowed “freedom on study” among the Bastions.


Section 3-5
And no race, tribe, city, or any other grouping of person’s of like interest or locale shall claim dominion over either Bastion (as defined under Section 1-2). Such declaration is a direct violation of this treaty and removes all involved from under its protection. Furthermore, the Order of Sultai is directed to carry out immediate and just punishment.
Note: Refer to Section 7-8 to refer to punishments which can be carried out.


Section 3-6
All resident’s of Lumehaven, as well as welcomed guests from the multiverse, have the right to study at either Bastion and practice its magical properties (as defined under Section 1-2). No person shall harm, hinder, harass, or otherwise prevent another from studying or practicing of either Bastion. This does not provide protection for proven criminal behavior.

This controversial agreement could only be obtained at this time. The war torn people were willing to make almost any concessions to bring peace .
In addition to provided freedom of practice, the treaty also raised of the Order of Sultai, an organization assigned to protect the Bastions and carry out any violations that could threaten the established plane-wide peace. Its intent was to be a group of investigators and battlemages who could enforce the treaty across the plane. Its initial leadership was grouped from all over Lumehaven; unfortunately that also included the dissented Shortule Empire.

“Cutting Corners”

The modern order has evolved into one of the most influential political forces on the plane. The Order is divided into two branches: Enlightened of Suns; and Blessed of Moons. While both are valid operating forces, the majority of the Order still carry the old stigma of the vanquished Shortule Empire. Most resources are spent on the Bastion of Suns with little attention to its polar opposite.
That is not the scary part though. The Order often uses Section 3-5 and 3-6 to enact “justice” on individuals who act in a manner which does not suit the Order. Whenever a disagreement occurs the Order simply enacts Section 3-5 stating that said individuals are “claiming dominion” or “committing a crime”. Although many have been purged through these practices, it is always held in highest secrecy, even most members of the Order are not aware (and would not approve) of these practices.

“The Builders of Change”

In response to these acts, the Artisans of Mutara formed. While they centralize themselves around the study and practice of the Bastion of Moons, their main goal is true freedom of practice and “Ascension of the Moon”. Because of the practice of the Order, the Artisans of Mutara act in complete secrecy - a tightly held secret society. Although the Order possesses more resources as well as legal authority of The Peace of Bastions Concordat, the Artisans do have one upper hand…

Fallek Duins is planeswalker based in illusion magic. He specializes in making the seen to be unseen and the unreal to seem real. His ability to deceive the mind surpasse that of any other that has ever studied at the Arcanum University. In fact, it is said that nobody even knows if his human form is even his true form.

These talents have placed him deep into the Order of Sultai as an undercover agent for the Artisans of Mutara. Speaking of his talents, lets see what they are:

Spoiler:

One thing about an illusionist is that they hold their tricks until they make the most impact. Fallek isn’t held back by silly things like the timing of a sorcery or creature. This is a fair effect in itself shown by Leyline of Anticipation and Vedalken Orrery. Fallek is at five mana so he is slightly above the curve both those. Let’s see what else you has to offer?

Spoiler:

Does anyone else like Phantasmal Image? I know that I do. And I would certainly love to create multiple copies of them. Of course he can’t target one of his tokens but I am sure the battlefield is ripe with great targets!

And to see the rest of him:

Spoiler:

Fallek’s ultimate was a tough one to nail down. The intent was that you would cast a spell evoking whatever appropriate response from your opponent would be, only to pull out a new trick when the spell resolves , therefore “deceiving” your opponent. The original looked something like this “If a spell you cast would resolve, you may search your library for a card. If you do, that card resolves instead:. Luckily, the design team was able to keep me in check with this horrid effect.

The ultimate ended being something that I am really happy with. An exciting and flavorful conclusion for an illusionist. I can’t wait to Ponder about Time Warp!

Check out my updated set hub.

Wed, 2012-04-25 20:21
Anuttymous
Anuttymous's picture

Nice. I didn't see this article coming. Stick out your tongue

Anuttymous the Gathering
Anonymous + nutty = A-nutty-mous (no mice involved)
Ask me if you need any help

Thu, 2012-04-26 23:38
Guitarweeps
Head Administrator
Guitarweeps's picture

Haha, I guess I kind of sprung it huh?

Check out my updated set hub.

Sun, 2012-04-29 22:18
Ori_Prior13
Ori_Prior13's picture

Now that is what I call a planeswalker! A happy smile

Blue mana symbol Death to the Green mage! Black mana symbol
"If there were such a thing as a soul, I think it would be behind the gallbladder but above the kidneys."

Sun, 2012-04-29 23:36
Guitarweeps
Head Administrator
Guitarweeps's picture

Glad you like him. I thought he turned out good. His ultimate is a bit complicated but I just learned something new about Karn's yesterday so I guess they can be complicated.

Check out my updated set hub.

Wed, 2012-05-02 21:03
Guitarweeps
Head Administrator
Guitarweeps's picture

Quote:
Lumehaven Mechanics

  • Enchantment Creatures
  • Incessant
  • Ambience
  • Aura Swap
  • Replicate

Enchantment Creatures

Lumehaven is a plane teeming with enchantmental energy just waiting to harnessed by Lumehaven’s residents. The Order of Sultai had found a way to use the Bastion of Sun’s energy to fuse this enchantment energy with living beings. The result was an ethereal physical being; a dichotomy and a fusion at the same time. The process is very difficult, but the benefits are great. Lumehaven features creatures who also have the enchantment subtype.

This allows them to interact with other cards that effect enchantments. Many cards in Lumehaven care about whether or not a creature is an enchantment or enchanted.

Incessant

The enchantment energy can sometimes follow a beings soul into the afterlife. This is the premise behind the new keyword incessant which goes on auras with enchant creature. Whenever a nontoken creature dies that is enchanted by an aura with incessant, the aura comes back, but this time attached to a 1/1 colorless spirit token.

This allows you to get more mileage out of your auras. A big problem with auras is the risk of 2 for 1 when your creature dies. Incessant fixes that by netting you an additional body when the host dies. Although, auras with incessant can still be destroyed themselves or the creature could change zones that doesn’t cause the die trigger. Then the aura is placed in the graveyard without and token producing madness.

Ambience

Ambience is a pseudo-keyword which activates some sort of effect whenever it is enchanted. This allows you to get additional effects on top of whatever bonuses your aura grants!

Note that ambience activates when it is enchanted. It doesn’t care who owns the enchantment. So even opponent’s or ally’s auras boost your cards.

During design we wanted to give red and black a way to fight enchantments in a way that made sense for them. Ambience allowed us to do some darker things with the mechanic.

Aura Swap

Look familiar? Aura swap is a new keyword (aside from being future shifted in Future Sight) which allows you to pay a cost to exchange an aura you control with one in your hand. This allows for a number of crazy interactions. For example:

  • Swap into a high converted mana cost aura thus skirting the casting cost. In fact, you can ignore the card’s color altogether!
  • Use an aura with evasion to get through then swap for a P/T booster.
  • Swap in an aura with first strike after blocking is declared.
  • Swap into an aura granting hexproof when the creature is the target of a spell or ability.
  • When near death, swap into an incessant card to get another body!

I fully expect that the combat step will be a little bit more complicated and exciting with aura swap on a creature in combat. And here is my favorite aura swap card in the set:

Replicate

Replicate is a returning keyword which allows the caster to copy the spell as many times as they can or want to pay the replicate cost. The possibilities are as endless as your mana supply.

Last we saw replicate it did not go outside of red and blue. On Lumehaven, the Bastion of Moons grants this to all colors.

There is also off color replicate costs:


Check out my updated set hub.

Fri, 2012-05-11 04:10
Guitarweeps
Head Administrator
Guitarweeps's picture

Quote:
Phenomonal!


During the design of Lumehaven, we wanted to find a way to use enchantments in more ways than enchantments are typically used for. Cards like Seal of Fire came to mind as they acted more like spells but still boosted the enchantment count. After consideration, we didn’t want to copy the idea. We needed something fresh…
Then it dawned on me… why not reverse it? The seal must be sacrificed to get the effect, but what if we used enter the battlefield effects? Sounded like a good idea at first but then I realized it was nothing more than a sorcery that doesn’t hit your grave. But what if the enchant gave you a permanent effect? That led me to design this:

Upon casting, it gets you a Time Warp which is nothing to sneeze at. But even after that you get the continual benefit of seeing what is coming next signifying your new enlightenment of time space. Oh, and it is part of a cycle. Here is another:

The Risen Moon Cult

Necromancy is the darker side of the Bastion of Moons, one of the magic fields that draws controversy from the Order of Sultai. The Risen Moon cultists are the extreme of those who practice necromancy on Lumehaven. They fervently work on their craft of raising the dead. These necromancers are slightly different than what you would see in the rest of the multiverse. There necromancy is enchantment based rather than simple spells of conjuration. In fact, they usually raise their masses through a ritual involving enchanting an area or the individual being… then murdering it. After death the enchantment kicks in to raise a new undead servant. A practice quite frowned upon on the rest of the plane.

And here is their leader: a mantle of death. A necromancer that is feared across the entire plane:

Check out my updated set hub.

Thu, 2012-06-28 07:18
Inanimate
Inanimate's picture

Your set file's out of commission, buddy - the download's dead. Sucks, too, as I hadn't checked out Lumehaven yet. >:

Also known as Inanimate at Goblin Artisans, TurboJustice at MTGS, and TyrRev at /r/custommagic

Fri, 2012-06-29 02:35
Anuttymous
Anuttymous's picture

Try this:

http://mtg.pifro.com/viewtopic.php?f=10&t=1355

Should be the second one, not uncut.

Anuttymous the Gathering
Anonymous + nutty = A-nutty-mous (no mice involved)
Ask me if you need any help