Tales of Aresia - Now Featured on MSE

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Wed, 2013-01-23 08:34
Sgt Failure
Sgt Failure's picture

Welcome, to the world of Aresia.
Welcome, to the tales.

Embrace the story.

Set Name: Tales of Aresia
Number of Cards: 249
Three-Letter Abbrevition: TOA
Initial concept and design: Sgt Failure


© St3to - DeviantArt

To finish your destiny, you must first begin your journey...

Teaser

Set File

Featured Set

Revealed mechanics and lore

Captivating

"Her eyes was of emerald, or so was the tale
With a skin as a baby’s chin and hair of gold
She was sitting in her tower, covered in her veil
Of a princess so sweet the ancients told"

No matter if you are reading your favorite book or watching your favorite series there are always characters present, always a person, animal or other somewhat humanoid creature that is the focus of the storyline. And this hero, or heroine, will under most circumstances be the target of mishappens, love and even death itself. So what happens if we take this urge to target something and puts it into magic? What if we reward, or punish, the players for targeting specific creatures? Without further ado I present to you the Captivating mechanic.

Cards

Captivating is an ability word which is presented in all colors, all rarities and on instant, creatures, enchantments and artifacts, however it follows some basic rules:

- On instant cards it will give an additional effect if the target of the spell is currently targeted by another spell as well. This effect can be positive, negative or a complete change. On all instant spells the criteria is checked upon resolving, making for some mind games.

- On creature cards the Captivating effect is a triggered ability which triggers once the creature becomes the target of a spell. The effect can be positive, negative or change the card overall. The ability will trigger before the spell resolves.

- On Aura enchantments the Captivating ability will give an ability to the permanent it enchants. As any other captivating ability, the effect can be of any kind. Non-Aura enchantments will have give a Captivating trigger to any amount of permanents and/or spells. This one is a bit trickier, and rarer.

Not all Captivate abilities are this simple though:

Cards

In rare and uncommon the Captivating cards need a bit more thinking, and can possibly be cards that you build entire decks around. Barbaric hunger can serve as a way to give your creatures haste, but also be a way to steal creatures from your opponents. Oathbound Skyguard boosts your entire team, forcing your opponent to think twice before destroying your lesser creatures. And now to get your deckbuilding parts of your brains going, here’s a mythic that will be a pain in the *** to get rid of. And he is big as well!

Card


Tell Me Your Tale
“Not all planes are hostile, young planeswalker, but not all will be there for you either. I know you have been to zendikar, I know what happened to your family. I know about Gideon Jura and I know about Jace. I know every move you have ever made, every action you considered just for a brief second. I know about the flame, about the rage. I know about your broken heart...”
- Janio Ismao, Libririan Supreme

“Every great story starts with a tragedy, and that of Aresia is no different. A plane as ancient as life itself, the mythical continents of a thousand tales once flourished with life. The woods of Nifilam sprouted trees that touched the everblue sky, and if you visited the glimmering ponds within the country you would be met by the sounds of fishes playing from miles away. This was the time before the wars, before the sundering and before the tales went grim. Thus at this period there were no stories about the champion of war, about the grim fate of Kamigawa. No...

Let me explain to you how Aresia works, though it is truly a wondrous place. Like most planes, it exists, and it is filled with life in one way or another. But here ends the similarities, thus the plane of Aresia is not reachable by even the most seasoned planeswalker. It simply cannot be travelled to, nor can it be reached by any kind of machinery. It is said not even Ursa himself knew about Aresia until his last days, as he discovered an ancient diary of an unknown traveler.
Aresia exists only within the books, within the brain and within our imagination. There is no limit what can happen, nor is there any limit of what can be destroyed. Without the safety of a tomorrow the inhabitants of Aresia has learned to value every moment, thus within a few hours there tale can be forgotten. As with all stories, once they are lost in the spiraling memory of a child, there is no return. And there lies the problem, you see.

So how does one enter the tales of Aresia, you ask? It is simple, yet it cannot be done. You are a planeswalker, are you not? Have you not done deeds beyond the human imagination? Well then you are in Aresia already, roaming the large plains of Iklaom, feeding on the imagination of all your admirers. As soon as you enter the tales your very essence is shaped within my realm, yet you do not know it. Of course, there are limits. Not every made up story creates a manifestation within Aresia, no that would be impossible. Let me tell you the tale of one of our most signific...

No. No this is not the time... You must enter now, you must save us. We require aid, stranger, thus the tales are alive. We are forgetting. We are lost. Please... Find the book of a million tales, and find yourself.”

Card


A Heroines Call
"I am told heroes are not born, but shaped. I am told our greatest minds are not thaught, but rather created for a greater cause.
They tell me this is the way of life, that I have to accept it. Yet I wonder, are we not all but minions? Are we not all but a lesser part in a greater puzzle?
Are we not but flies in a jar of divine problems?"

“Row 231 aisle G, dear.”
Chandra was stunned as she heard the ghastly voice. With weary eyes she looked at the bookshelves around here and at the labyrinth just a few steps ahead.
“Row 231. Aisle G. You are Nalaar are you not?”
The voice could have come from anywhere, yet the origin seemed to be the very air itself. Echoing throughout the library it confused the young planeswalker, and as always two fireballs formed around her hands, her searching eyes glowing with a deep red flame.
“To the left, Chandra. And don’t incinerate my books, they took a lesser eternity to collect. Now, of with you, I am expecting more visito-.”
“WHO ARE YOU!?” Her voice seemed upset now, yet within the rage something sweet resonated. A fireball punched a hole through the closest bookshelf, pages and parchments swirling around in a fiery spiral.
“I am the librarian. Nothing less, nothing more. I am afraid we will have to restrict you now, child. We do not tolerate shouting inside the library. Row 231, aisle G. To your left.”
Head hanging and with heavy steps Chandra walked, to her left. Towards Row 231, aisle G.

As if the word itself twisted in agony around her, the library seemed to move. For a second she almost forgot that the bookshelves and lampposts around her were not in fact enemies, and would it not have been for the large yellow numbers that seemed to appear out of nowhere, she would have blasted the very building to the ground.
“Row 231 - Planeswalkers and Gods”
The sign was clear, and with hesitation Chandra entered the long tunnel. Leaving scorched footprints behind her she walked past aisle A, noticing a familiar face within it, but this was not the time for reunions. As the young woman passed the other aisles, most were empty and the few who had a visitor present within them repelled Chandra as she tried to enter. In aisle F a tall man stood, his blue coat swirling around him as he read what seemed to be an ancient grimoire.
“Jace!” Chandra shouted, but he took no notice. As her hand reached for the him an invisible force threw her back, and she soon found herself on the floor with an aching back.
“Aisle G, Chandra. Do not disturb those who are reading, would you be so kind. It is just a few more steps, I am sure you can do it without burning down our library.”

The tome was ancient, she could tell it by the layers of dust, yet it felt familiar. Chandra was still a bit shaken by the building and the fact that she was not alone within it, in the silence her thoughts began wandering.
“Jace, what are you doing here...”
However, now was not the time to get sidetracked and with her eyes once again flaming the planeswalker opened the large red book, only to face a familiar scene. A single tear evaporated from her eye, and a loud sigh echoed throughout aisle G. Within the second, Chandra was caught within the story of her long lost family. At that moment, Chandra entered Aresia.

Card


The First Spire

"Oh, so you are a hero? A great warrioress who seeks honor and glory? The champion who looks beyond the simple highwayman, towards the higher evil? The first planeswalker to ever conquer the mysterious realms of Aresia, now are you? No. You are not the first, Miss Nalaar, nor will you be the last. Take care, there are more than simple lords and demons roaming the lands of your darkest tales, and while you might be able to burn down the libraries of your puny plane these creatures have developed a resistance to reality itself. Your flames will do nothing here, Chandra of the Pure Flame. With that I, your guide, welcomes you to my world. Follow me, and listen now: I would be easy on the step here m'lady. The minions of corruption are not far away. And they grow stronger and more plentiful for every second we spend here waiting."
Chandra stood speechless. In front of here stood a young woman, carrying nothing but an old linen dress, a broken map and an old oaken staff. She was human, of that the planeswalker was almost sure, but other than that she could do nothing but stand silent. All around here snow tipped peaks raised towards the blue sky, and a small path led down from the plateau they both stood on.
"Don't tempt me child. I'm here for my family, not your puny 'corruption'. Where am I, and why do you know my name?"
"A trickster, are you? Do you not remember? You killed them. You burned them, with these very hands." Gentle the guide took Chandra's hands, and with a smile she looked deep into the woman's eyes. "Now, shall we leave and fight this puny corruption?"

Card

Chandra observed the area around them both. The snow was nothing but a wet puddle on the ground, but neither the guide or the planeswalker had taken any damage at all from the outburst.
"Don't you play games with me, you are nothing but an obstacle. Unless you help me, unless you tell me why you lie about me, I will have you destroyed. Your magic might protect you from the flames, but I highly doubt it will save you from a hundred feet fall."
"I am but your guide, m'lady. Master Abraham will help you with your questions, but he resides a days march from here. Will you follow me, or will you insist on smelting the snow around us? While it might be cuzy, I highly doubt it helps against your mission."

Across the peaks they walked, and it shocked Chandra how silent this place was. There were no drakes circulating the mountains, no birds hatching in the caverns. Nowhere in sight were the signs of humanity, ancient or new. She grumbled, before firing off a bolt of pure energy to the sky.
"Where are you taking me?"
"The First Spire, Miss Chandra. We are there before sunset."

Card

"There is no reason to be upset, Chandra child. What Jihara told you is all true. It might not be the truth as you know it, but I can assure you it is very real. You see, Aresia is not as your home or any other world you have been to. We are shaped by your books, your letters and your songs. We are born from the paintings your children create, from the scripts your clerics compose. This world is ours, yet you created it. And in here, you are the Heroine. You are the murderer, the torturer, the salvation and the one spoken of in the prophecy."


Repeated Mishappens
"Your village is gone, Sorin. Your people is gone, and so is your hope. You killed them, you murdered their sons and you betrayed their daughters. Tell me, are you happy now, Markov? Are you smiling when thinking of your vampires draining their very blood, eating the infants and elderly alike. Are you done now, Sorin Markov, or will you darken this tale even more? May Avacyn have mercy on your soul!"

I got the question on how the cards influence the story, and how the stories would influence the game. Where a game of magic might tell the story of a Boros planeswalker fighting the Zombie lord, or the Azorious lawpriests there is always a matter of inconsistency. A card can only be used once, with some exception, and there are no ways with the exception of splice where you can alter how a spell works. You can't force a theme onto a spell. Or well, you couldn't before Aresia. I give you, Infuse!

Cards

Infuse reads:
Infuse <foo> [i](<foo>, Discard this card: You may add this card’s effects to each instant or sorcery spell you cast this turn.)
And is represented in all rarities on instant and sorcery cards. In common it is focused on minor effects, while on uncommon and rare it might give several effects and even attributes to spells.
Infuse started as a variant of forecast, and the inspiration came from The Orbis keyword Colorize. However, playtesting and countless discussions with other card designers and friends led to the realisation that simply revealing the card at the beginning of your upkeep led to a couple of problems. Mainly repetetive board states, low interaction and balance troubles. I could with enough mana have the card as an enchantment that read "Add <effect> to your spells" which was neither fun nor balanced.
So it was changed, but one thing was kept intact. Namely a cycle of friendly color instant and sorceries which does not only add effects to your spells, they also give them attributes.

Cards

With the ability to give combo some fuel, they also make your less useful cards act as copies of these lategame. This is a five card cycle, with each card granting all your spells this turn one attribute, ranging from Plotripper Lightning's Multicast to Can't be countered and even free copies of spells. Or well, almost free.
And while Snapcaster Mage dominated flashback, there is a lady who dominates infuse. Nameless she is the AEtherlord Spellcrafter, born to change. And the only permanent card which mentions infuse.

Card


Rewriting Reality

The village appeared out of the mist and the joyous laughter of a small child reached Simhol’s ears. A few hundred feet in front of him the first building revealed its contour, stray roof laying on top of the old stone. As he came closer more houses much like the first appeared and an old man came to greet him, a troubled face all too visible.
“I welcome you, Stranger. I am Lars, village elder and the druid of Hollowhenge.”
“Simhol, Chosen of Viritas. I was told you are in trouble, yet you seem surprisingly content?”
“They have not come yet. The wolves are roaming around, but they are keeping their distance. For now.”

Simhol was treated as any guest and was given food, a bed and the admiration of the children. The applauses were overwhelming when he showed the smaller one how he summoned a dog for them, and the witch muttered once he put a hindering charm over the town hall. Yet the planeswalker was worried, thus he had read the tales. Not that it mattered now that Asaknom had taken control of the second spire... He waited, for what he did not know.

The werewolf attack came at dusk, five days after Simhol’s arrival, and they came from the north. This part of the tale was familiar to Simhol, but here Asaknom’s twisted mind came into play. Four hundred feet from Hollowhenge the beasts mutated. Their fur grew back, and the once muscular bodies became slimmer. Their fangs withdrew, then grew back only this time they were not in a wolf’s mouth. This time the long teeth were located in the mouth of a human. Where once a Tovolar huntpack charged, a group of vampires came running towards the village. Simhol cried, as he knew how the tale would end.

At first, the battle was even. The villagers, armed with pitchforks and sickles, managed to hold back the vampires with Simhol’s help. Several of the villagers fell, but the planeswalker brought many more to the battle. Azorious lawmages from the plane of Ravnica came to his aid, and at one point an ancient elemental of Viritas himself stood vigilant over the village of Hollowhenge, but then appeared what would cause Simhol to retreat. Out of the mists came a tall man, wrapped in white hair and a black coat, with a wicked smile across his face. The vampires screamed at the sight of their master, the first of their kin, and Sorin laughed. Simhol left the plane at that second, thus he knew if he defeated this abomination he would be no better than Asaknom. He could not alter the story any more as the demon had already rewritten the tales of Sorin. Within the timespan of four hours he had stolen the planeswalker spark of Sorin Markov, and the vampire did not even know it. He had transformed the creator of Avacyn, the savior of Innistrad, into a bloodthirsty maniac. Simhol wept.

Card


Letter from the Champion
"Chandra, you must not enter this place. You must not come here, walk these grounds. Your life is worth nothing to me, but your tales means everything. Your voice is but a coarse memory, yet every time I hear your name warmth spreads. My daughter, oh my beautiful daughter, leave us. Leave us, and your father's ashes alone."

Dear Chandra Nalaar

I welcome you to Aresia, to the world left untouched by reality itself. I trust you have been told about the three spires that form my realm?
While you might have been experiencing the unlimited libraries of the first spire, I sincerly hope you have gathered enough sense to avoid the second and third spire. While I know your story holds little space for common sense I do hope that the tales you have been told will keep even you from running headless into certain doom.

My name is Simhol, and I am Viritas's champion on Aresia. Much like you I am a planeswalker, unlike you I know this plane as my back hand. I was born here, and it was here I was reborn. It was here that the ancient growthmagi made their mistake, where I was left with the grandest of hunters ever given birth to. But unlike my brothers and sisters I survived, thus Viritas himself came to me that day. He ignited my spark as the beast was about to chew on my brittle bones, saving me from salvation. In the blind eternities I saw the world acursed. I saw your home defiled, your family burned and you being the cause of it all. You changed me Chandra, you made sure that truth will be forever protected.

Yet, it is not as an enemy I send you this letter. It is as a friend, as your prince if you so may. I come with news of a troubled reality, of nightmares given birth in Aresia and soon the planes close to us as well. I have seen werewolves transform into vampires, led by a twisted image of Sorin Markov himself. I have seen your family die at your hands, and I have seen them live peacefully with you still dormant. I have seen most truths, and let me tell you this. All which is certain is life, all which is certain is Viritas. Your fireballs are but fragments of power, where the tough skin of the Children of Viritas will protect from raw energi. You must learn to rewrite, you must learn to permanise.

I am sure we will meet soon enough. Until then, stay alive.

Love, Simhol.

Card


Meet the Minions
"Amhol watches you now, Simhol. His glorious eyes honors you by gazing upon you yet you betray him, you betray this world. Can you not see how reality has chained us to a life in peril and that we are the saviors. Are you unable to realise how we must let it all go, how we must rewrite! Are you truly such a fool my love..."


Where monsters roam the world there is always a master, a boss if you want. With unimaginable power they sit at their throne laughing at you. When you at long last arrive to their seat of power, after slaughtering countless minions, they just smile. Oh how annoying they are. Yet I am not here to speak of about the typical action RPG, but about how the minions in Aresia work. Just as any other underling they are dependant upon having a master, and getting them to arrive without said overlord is a lot more costly. How that will work? Look below.

Cards

Conveyed is a straight forward keyword. It works in a way to keep your perhaps overcosted cards great when you are further into your curve. It also promotes playing permanents with a higher converted mana cost, even in control decks.
During testing the conveyed costs of cards have changed a lot, and the original effect stated that the cards simply got 1 mana symbol cheaper. This left me with nonexistent design space and so it was changed to the current version, which left me with a lot of new ways to use it. For example these two cards, one which is a part of a cycle.

Cards

However the true lord of conveyed is Madal, the master of minions. He rules with an iron fist and allow ridicilous combos and chain casts. Just have a look will'ya?

Card



The Secrets

"The time is due m'child, we can wait no longer. Lisa was lost this morning, her village burned to ashes by your sister. You must see what is happening, how he is destroying us. How he is destroying you!"
The priest calmed down for a second as he looked out the window, away from Chandra. His otherwise pale white robe was light gray, colored by the ashes of death. Chandra's eyes glew yet her face betrayed no emotions, neither rage nor sadness.
"Liandri is a planeswalker in this world Chandra, she has taken your spark. Gideon killed you as you tried to save your sister, m'child. Your body is buried here... Or at least it was..."

Two days passed between the call to arms and the first skirmish, two days of intense training and countless hours of reading for Chandra. She learned about her tale, about how she had killed her family by brutally decapitating their limbs one by one. She had spared her mother, and while the knife reached through the young skin of her sister the young girl's planeswalker spark had ignited saving her but incinerating the dead bodies. She was exposed to the truth altered by demons, to the lies of reality and for the first time the planeswalker cried. Memories of her lost struck her yet she had no idea how soon she would see them again...

"You have grown weak, sister. What ever happened to the psycopath who murdered my father?"
The laughter echoed over the battlefield, the sweet voice piercing through the voice of demons devouring man. Liandri threw a fireball towards Chandra, her sister skillfully diverting it. Confusion struck Liandri.
"You are false, child. A creation of lies and corruption. You dance with steps created for nothing but destruction. You are not my sister!"
The barrier broke in a second as Chandra unleashed a jet of searing flames towards her. Liandri tried screaming but the raging inferno incinerated her vocal chords before she could finish the words. Three letters could be distinguished as the body became ashes.
"Lea...."
Chandra smiled, white smoke rising from beneath her. Her training had come to use and with her mere mind she summoned a Brightflame Elemental next to her.
"Freedom... Savior the taste, thus where you are going there is none." The priest gave her a map, and left.

Card



Rain on the Parade

"What if I told you, there is no reality?"
The words echoed throughout the streets of Amharam, seeming to come from the sky itself.
"What if I told you...."
They cried, the children and the mothers. They cried tears of agony as the ground cracked wide open, the city hall plunging into oblivion before their eyes. From the darkness below laughter emitted as the words once againt echoed.
"... there is only the Tales?"

The man looked young, in his mid twenties, yet his face was scarred by magic. One could imagine the beauty he would pocess, would it not have been for the burnt flesh beneath his eyes and the vile green marks of demonic flames on his right cheek. In his youth the local ladies would have swarmed around him, but as he levitiated from the deep chasm, followed by demons, they all covered in fear.
"What if I told you, the only limit is your imagination?"

Card



A World of Emotions

Aresia is a place chained betwean reality and fantasy, a world of dreams and nightmares alike. It is truly a place where planeswalkers become lost, may they be as ancient as Nicol Bolas himself, or as brilliant as Jace, there is no such expression as "knowing" somthing in the realm of tales.

While most sagas are born in the colorful mind of a man or women in his or her best years, there are those who does not end in happiness. Where most novels and librams tell the tale of a hero, the myth of a champion or the tale of a broken heart there are those born from rage. Admidst the countless happy endings the songs about blood echoes. Used to encourage the troops, or to strengthen the warriors, they are sung from the lungs of shamans and generals alike, every different yet all the same. And from this rage, from this bloodlust, come Isara.

An element of pure destrucion Isara came to Aresia not long before Chandra herself discovered the world of tales, and much like her she posseses a mind filled with ambition and fury. Much like the female young planeswalker's sister, her mother and Chandra herself the mysterious incarnate acts on instinct, not on moral. The only mystery is;
What happened to Isara's story, and why does her trail of destruction seem so familiar...?

Card


Remember Me

As all things have an end, so does this tale. So does Chandra, and so does Sorin. However in Aresia the end is but a beginning, another start for those not pleased with their memories. Chandra has met her mother, the tales of her wicked sister and she has seen worlds collapse. With her own hands she has sculpted a reality far too complicated for even a god, but as she closes in one the second spire something has happened to her, to her memories. Flashes of her youth keep reappearing in front of her eyes, and unwillingly she is remembering what she once had forgotten. Just the glimpse of a her home brought something back... Something was retraced.

Cards

Retrace is back, in all its glory. The mechanic which allows you to cast your cards from your graveyard as long as you have a land in hand have made huge impact on the game before, and with Infuse and Captivate what can be better than never having a dead hand?
Above is some of the most basic concepts of how retrace is used, and what you will notice is that it is present both in low CMC cards, as well as the higher CMC ones, and in some good oldies revamped.

Cards

And with the last mechanic revealed the Tales of Aresia have entered a place where all is known, where the pages are already full of hastily written notes and the pictures are giving away their every secret. I hope you have enjoyed the set, and if you wish to ask me anything feel free to do so. Below is one last mythic for you all, and then you will have to explore the tales yourselves. Happy hunting!

Card



A card a day keeps the goyf away!

Wed, 2013-01-23 10:54
Anuttymous
Anuttymous's picture

Just to say, that art is simply awesome. Kudos.

Zizzgor - I do love my Goblin Wizards.

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

Wed, 2013-01-23 16:39
Timespiraled
Timespiraled's picture

I think it should be worded as:

Flash, haste
1 mana symbolBlue mana symbolRed mana symbol, Tap symbol: You may cast an instant or sorcery card from your hand without paying its mana cost. Then return a spell you control to its owner's hand.

I'd also recommend moving the last part to the cost of activating the ability.

1 mana symbolBlue mana symbolRed mana symbol, Tap symbol, Return a spell you control to its owner's hand: You may cast an instant or sorcery card from your hand without paying its mana cost.

Also the "You may" sounds strange, perhaps just "Cast an..."

Aside from this, I love the card idea. Reminds of the Nivmagus Elemental.

Proud Creator of the Vault Masters Cube

Wed, 2013-01-23 19:02
Sgt Failure
Sgt Failure's picture

Changed the wording to your first suggestion, Captain.
There is a reason that I have the return part as a part of the ability, and not a part of the cost. For example one of your spells could be countered, or you could cast a spell and return it just to trigger one of the many "as you cast" triggers in the set. Which is the same reason there is a "you may", making the ability able to return your spells as they would have been countered.


A card a day keeps the goyf away!

Wed, 2013-01-23 19:24
ttibke

Stunning. NOW I feel like I've gotta spiff my set page up some A happy smile Now you've got me wondering about the significance of that magical book of magical goodness.... hrm...

And yes, I get the idea with that ability. I love me a good RU card. I wish there were more in Izzet right now. A sad &#039;frowny&#039;

Thu, 2013-01-24 11:19
Sgt Failure
Sgt Failure's picture

"Her eyes was of emerald, or so was the tale
With a skin as a baby’s chin and hair of gold
She was sitting in her tower, covered in her veil
Of a princess so sweet the ancients told"

No matter if you are reading your favorite book or watching your favorite series there are always characters present, always a person, animal or other somewhat humanoid creature that is the focus of the storyline. And this hero, or heroine, will under most circumstances be the target of mishappens, love and even death itself. So what happens if we take this urge to target something and puts it into magic? What if we reward, or punish, the players for targeting specific creatures? Without further ado I present to you the Captivating mechanic.

Cards

Captivating is an ability word which is presented in all colors, all rarities and on instant, creatures, enchantments and artifacts, however it follows some basic rules:

- On instant cards it will give an additional effect if the target of the spell is currently targeted by another spell as well. This effect can be positive, negative or a complete change. On all instant spells the criteria is checked upon resolving, making for some mind games.

- On creature cards the Captivating effect is a triggered ability which triggers once the creature becomes the target of a spell. The effect can be positive, negative or change the card overall. The ability will trigger before the spell resolves.

- On Aura enchantments the Captivating ability will give an ability to the permanent it enchants. As any other captivating ability, the effect can be of any kind. Non-Aura enchantments will have give a Captivating trigger to any amount of permanents and/or spells. This one is a bit trickier, and rarer.

Not all Captivate abilities are this simple though:

Cards

In rare and uncommon the Captivating cards need a bit more thinking, and can possibly be cards that you build entire decks around. Barbaric hunger can serve as a way to give your creatures haste, but also be a way to steal creatures from your opponents. Oathbound Skyguard boosts your entire team, forcing your opponent to think twice before destroying your lesser creatures. And now to get your deckbuilding parts of your brains going, here’s a mythic that will be a pain in the *** to get rid of. And he is big as well!

Card


A card a day keeps the goyf away!

Thu, 2013-01-24 23:29
Inanimate
Inanimate's picture

Wonderful! I've been considering the same mechanic, and it's got a lot of potential to it. Very nice work.

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

Fri, 2013-01-25 00:23
Anuttymous
Anuttymous's picture

Purity of the Youth - "1 mana symbolWhite mana symbol: Gain life equal to target creature's power." Even with the restriction of having to be targeted, this is repeatable, and gains you a ton of life. Needs to cost more, or only be payable one a turn.
Viritas's Hunter - irremovable? I like it. How a mythic should feel.

I do think pseudo-keywords need to be written the same way at common, as it makes Limited a lot more confusing, and takes away the cohesiveness of the set. Opinion, but with some fact there.

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

Fri, 2013-01-25 00:58
Reality Glitch
Reality Glitch's picture

I want to see where this goes.

Fri, 2013-01-25 02:37
Tarvoc
Tarvoc's picture

Man, this one is really an awesome concept. If you plan on doing any playtesting Sealed or Drafts in this forum, you can count me in.

my colors

Freedom (Red mana symbol) through Knowledge (Blue mana symbol) and Organization (White mana symbol).

Fri, 2013-01-25 02:51
Inanimate
Inanimate's picture

Oh, thanks for reminding me, Anuttymous: I think Captivating at common should only be on creaures, Sgt Failure. It's a cool concept, and it still feels cohesive while being different, but it is a bit too hard to grasp the connection at lower rarities.

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

Fri, 2013-01-25 09:26
Sgt Failure
Sgt Failure's picture

Thank you all for both the kind words, and the criticism.

I moved all noncreature nonenchantment cards that used captivating to Uncommon or above. The enchantments that are still in commons will only be aura enchantments that has their captivating ability triggered when the enchanted creature becomes the target of a spell.
Purity of the Young's mana cost is now 3 mana symbolWhite mana symbol


A card a day keeps the goyf away!

Fri, 2013-01-25 23:28
Inanimate
Inanimate's picture

Yeah, the auras are safe at common. That's still very intuitive and easy to grasp.

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

Sat, 2013-01-26 20:28
Jéské Couriano
Jéské Couriano's picture

Aww, damn. I was hoping for a Tales of inspired set.

My view of it is that captivating will be hard to pull off, since only green and white have beneficial spells to any appreciable extent, and if it's creature-centric, a captivating trigger will generally only hit once - when the burn/bounce/kill spell wipes the creature out.

Ceterum censeo Bolasinem esse delendam.
Accepting new types for S:tC!
Custom Keywords!

Sat, 2013-01-26 22:52
chewie0905
chewie0905's picture

seems really cool. Can't wait!

Fri, 2013-02-08 18:03
Sgt Failure
Sgt Failure's picture

Outdated

"I remember the first time we kissed, the first time I could truly have her in my arms. It was a summer night, the sun was leaving our world to darkness after a long day of extraordinary heat. We were to be home at eleven, but young love is far more important than parents. Oh if only we had listened...
You see the stones over there, traveler? That's where I buried her body. That's where the last rest of Chandra Nalaar is located."

The antagonist is never alone, there is always the servants, the minions. Lesser in size and intellect these small creatures serve as a roadblock when our hero is finally arriving to the nefarious citadel of the great villain. No matter how many you kill, there are always one more. Always that pesky, inferior creature standing in your way. So how do you symbolise these things being endless, being so simple to summon by their master. How do we make the player feel like they are casting a minion through a superior lord? I introduce to you, the Conveyed mechanic.

Cards

Spinning of the same concept that Affinity used, Conveyed is a keyword that will be present on common and uncommon cards. As with all cost reduction effects it will make the cards cheaper to cast at all times, as long as you control a permanent with higher converted mana cost than that cards converted mana cost. As with affinity, conveyed is present on all type of cards with the exception of planeswalkers, and will appear in high numbers to make limited more stable. Conveyed appears in higher numbers on red and black cards, but is also present on green, white and blue.
Above were two examples of creatures with conveyed, but how does it look when you put it onto other spells?

Cards

These are just some examples what can be done. Let your minds float freely, while having a look at this mythic. The mysterious demon lord of Aresia. The master of minions himself.

Card



A card a day keeps the goyf away!

Sun, 2013-01-27 22:28
Inanimate
Inanimate's picture

Inferior could do with a better name, since it doesn't feel right to see 'inferior' on a non-creature.

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

Mon, 2013-01-28 09:05
Sgt Failure
Sgt Failure's picture

EDIT: Changed the name to conveyed. Rewrote some of the text.


A card a day keeps the goyf away!

Mon, 2013-01-28 16:00
ThisisSakon
ThisisSakon's picture

A little wording nitpick for Mindbane:

It should be 'noncreature, nonland'. From what I've seen, there is a pattern to multiple choice cards like this: They're alphabetized by card type. For permanents, that means "Artifact, Creature, Enchantment, Land, Planeswalker" and for spells that's "Instant and Sorcery" A happy smile

Other than that, loving the set so far. I've been stalking it since you posted it, thought I should just say something

Mon, 2013-01-28 16:55
Reality Glitch
Reality Glitch's picture

I found some syntax errors on Madal, his last ability should read, "Whenever you cast a spell, you may add Red mana symbol you your mana pool and have ~ deal 1 damage to target creature or player."

Mon, 2013-01-28 23:57
Anuttymous
Anuttymous's picture

Poet's Servant seems very weak, I think it could just cost Tap symbol.
Mindbane is strictly worse than Duress. Maybe exile the card, but even then.
Madal should be "Spells you cast have..."

I don't really get Conveyed. It doesn't seem to have much design space. Maybe if it were "for each" or something, but otherwise it seems like you're just designing a normal card, but making it slightly worse as it has a chance of costing 1 mana symbol less.

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

Wed, 2013-01-30 20:33
Sgt Failure
Sgt Failure's picture

“Not all planes are hostile, young planeswalker, but not all will be there for you either. I know you have been to zendikar, I know what happened to your family. I know about Gideon Jura and I know about Jace. I know every move you have ever made, every action you considered just for a brief second. I know about the flame, about the rage. I know about your broken heart...”
- Janio Ismao, Libririan Supreme

“Every great story starts with a tragedy, and that of Aresia is no different. A plane as ancient as life itself, the mythical continents of a thousand tales once flourished with life. The woods of Nifilam sprouted trees that touched the everblue sky, and if you visited the glimmering ponds within the country you would be met by the sounds of fishes playing from miles away. This was the time before the wars, before the sundering and before the tales went grim. Thus at this period there were no stories about the champion of war, about the grim fate of Kamigawa. No...

Let me explain to you how Aresia works, though it is truly a wondrous place. Like most planes, it exists, and it is filled with life in one way or another. But here ends the similarities, thus the plane of Aresia is not reachable by even the most seasoned planeswalker. It simply cannot be travelled to, nor can it be reached by any kind of machinery. It is said not even Ursa himself knew about Aresia until his last days, as he discovered an ancient diary of an unknown traveler.
Aresia exists only within the books, within the brain and within our imagination. There is no limit what can happen, nor is there any limit of what can be destroyed. Without the safety of a tomorrow the inhabitants of Aresia has learned to value every moment, thus within a few hours there tale can be forgotten. As with all stories, once they are lost in the spiraling memory of a child, there is no return. And there lies the problem, you see.

So how does one enter the tales of Aresia, you ask? It is simple, yet it cannot be done. You are a planeswalker, are you not? Have you not done deeds beyond the human imagination? Well then you are in Aresia already, roaming the large plains of Iklaom, feeding on the imagination of all your admirers. As soon as you enter the tales your very essence is shaped within my realm, yet you do not know it. Of course, there are limits. Not every made up story creates a manifestation within Aresia, no that would be impossible. Let me tell you the tale of one of our most signific...

No. No this is not the time... You must enter now, you must save us. We require aid, stranger, thus the tales are alive. We are forgetting. We are lost. Please... Find the book of a million tales, and find yourself.”

Card



A card a day keeps the goyf away!

Wed, 2013-01-30 21:32
KitsuneCub
KitsuneCub's picture

Whoa that's a good card!
I recommend changing it's name to Book of a Million Tales, it just sounds better in my opinion. Also I think the text "X can't be 0" should be italicized. Anyway, great set, and all my suggestions are opinions.

"There's a taxi here for Pablo Doritos."

Fri, 2013-02-01 04:26
Jéské Couriano
Jéské Couriano's picture

Also, if it's a title, it needs to be italicized, even if it's the card name. (See Sarpadian Empires, Vol. VII.)

Ceterum censeo Bolasinem esse delendam.
Accepting new types for S:tC!
Custom Keywords!

Fri, 2013-02-01 05:40
Reality Glitch
Reality Glitch's picture

I just realized: Aresia isn't a "plane" in the traditional sense, it's the story within the The Book of a Million Tales; Aresia is a world in the same way the Hundred Acre Woods is in Kingdon Hearts.

Sat, 2013-02-02 01:16
Anuttymous
Anuttymous's picture

I may suggest "target opponent", as it prevents any breakability. Just an idea for balancing.

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

Wed, 2013-02-06 08:20
Sgt Failure
Sgt Failure's picture

Changed the title to being italicized, as suggested,, but otherwise kept the book unchanged. I feel that even if it somehow can be broken it will be far more complicated than other combos currently in modern and/or legacy.

Changed conveyed to an alternate cost instead of a cost reduction. This to improve the understanding of the mechanic as well as increasing design space for it. I will post an update on Meet the Minions soon.




"I am told heroes are not born, but shaped. I am told our greatest minds are not thaught, but rather created for a greater cause.
They tell me this is the way of life, that I have to accept it. Yet I wonder, are we not all but minions? Are we not all but a lesser part in a greater puzzle?
Are we not but flies in a jar of divine problems?"

“Row 231 aisle G, dear.”
Chandra was stunned as she heard the ghastly voice. With weary eyes she looked at the bookshelves around here and at the labyrinth just a few steps ahead.
“Row 231. Aisle G. You are Nalaar are you not?”
The voice could have come from anywhere, yet the origin seemed to be the very air itself. Echoing throughout the library it confused the young planeswalker, and as always two fireballs formed around her hands, her searching eyes glowing with a deep red flame.
“To the left, Chandra. And don’t incinerate my books, they took a lesser eternity to collect. Now, of with you, I am expecting more visito-.”
“WHO ARE YOU!?” Her voice seemed upset now, yet within the rage something sweet resonated. A fireball punched a hole through the closest bookshelf, pages and parchments swirling around in a fiery spiral.
“I am the librarian. Nothing less, nothing more. I am afraid we will have to restrict you now, child. We do not tolerate shouting inside the library. Row 231, aisle G. To your left.”
Head hanging and with heavy steps Chandra walked, to her left. Towards Row 231, aisle G.

As if the word itself twisted in agony around her, the library seemed to move. For a second she almost forgot that the bookshelves and lampposts around her were not in fact enemies, and would it not have been for the large yellow numbers that seemed to appear out of nowhere, she would have blasted the very building to the ground.
“Row 231 - Planeswalkers and Gods”
The sign was clear, and with hesitation Chandra entered the long tunnel. Leaving scorched footprints behind her she walked past aisle A, noticing a familiar face within it, but this was not the time for reunions. As the young woman passed the other aisles, most were empty and the few who had a visitor present within them repelled Chandra as she tried to enter. In aisle F a tall man stood, his blue coat swirling around him as he read what seemed to be an ancient grimoire.
“Jace!” Chandra shouted, but he took no notice. As her hand reached for the him an invisible force threw her back, and she soon found herself on the floor with an aching back.
“Aisle G, Chandra. Do not disturb those who are reading, would you be so kind. It is just a few more steps, I am sure you can do it without burning down our library.”

The tome was ancient, she could tell it by the layers of dust, yet it felt familiar. Chandra was still a bit shaken by the building and the fact that she was not alone within it, in the silence her thoughts began wandering.
“Jace, what are you doing here...”
However, now was not the time to get sidetracked and with her eyes once again flaming the planeswalker opened the large red book, only to face a familiar scene. A single tear evaporated from her eye, and a loud sigh echoed throughout aisle G. Within the second, Chandra was caught within the story of her long lost family. At that moment, Chandra entered Aresia.

Card


A card a day keeps the goyf away!

Wed, 2013-02-06 10:36
Anuttymous
Anuttymous's picture

Chandra seems really good. Having Gamble multiple times is a little silly, because you're eventually not going to discard the card you need, you just repeat the ability next turn if you do accidentally discard the card, most likely you have four chances before actually losing it. Needs to be a -3, honestly, considering she's a 3 mana planeswalker that can be taking out X/1 creatures already.

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

Wed, 2013-02-06 15:40
Reality Glitch
Reality Glitch's picture

What happened to Chandra? She wouldn't be caught dead in a library w/o burning it down first. What caused her to calm down, and would that change her color?

Thu, 2013-02-07 02:07
Inanimate
Inanimate's picture

You have a typo in the title - should be "Previewing", not "Prewieving".

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

Fri, 2013-02-08 14:25
Kaiden_Ryde

hey this set seems interesting and i can't wait to see the rest of it. i like the concepts of the mechanics and the new Chandra is pretty sweet!

Fri, 2013-02-08 21:51
Sgt Failure
Sgt Failure's picture

After all of the comments I have changed a couple of things again.
Chandra's second ability is now -1 Loyalty, until I can begin proper testing. -3 Loyalty feels overdoing it, but I might change it to -2 Loyalty after some testing.
A couple of cards has been rebalanced, including some of the conveyed card.

Some new things:
Progress: 80% of V.01 is done, 30 cards are missing, 50 pictures on top of that. Should be able to start playtesting on cockatrice within two weeks. I will announce when that happens.
An update on Meet The Minions, and the Conveyed mechanic will follow below. Expect it to be up within two hours.
Oh, and it appears we get some lore instead.

Other than that, keep the criticism coming, I really appreciate it, any kind of it. Story will be updated as well, feel free to point out flaws in it as of now.

Once again, huge thanks to all of you. Here's a little something to keep you entertained the next hour or two:

Cards


"Oh, so you are a hero? A great warrioress who seeks honor and glory? The champion who looks beyond the simple highwayman, towards the higher evil? The first planeswalker to ever conquer the mysterious realms of Aresia, now are you? No. You are not the first, Miss Nalaar, nor will you be the last. Take care, there are more than simple lords and demons roaming the lands of your darkest tales, and while you might be able to burn down the libraries of your puny plane these creatures have developed a resistance to reality itself. Your flames will do nothing here, Chandra of the Pure Flame. With that I, your guide, welcomes you to my world. Follow me, and listen now: I would be easy on the step here m'lady. The minions of corruption are not far away. And they grow stronger and more plentiful for every second we spend here waiting."
Chandra stood speechless. In front of here stood a young woman, carrying nothing but an old linen dress, a broken map and an old oaken staff. She was human, of that the planeswalker was almost sure, but other than that she could do nothing but stand silent. All around here snow tipped peaks raised towards the blue sky, and a small path led down from the plateau they both stood on.
"Don't tempt me child. I'm here for my family, not your puny 'corruption'. Where am I, and why do you know my name?"
"A trickster, are you? Do you not remember? You killed them. You burned them, with these very hands." Gentle the guide took Chandra's hands, and with a smile she looked deep into the woman's eyes. "Now, shall we leave and fight this puny corruption?"

Card

Chandra observed the area around them both. The snow was nothing but a wet puddle on the ground, but neither the guide or the planeswalker had taken any damage at all from the outburst.
"Don't you play games with me, you are nothing but an obstacle. Unless you help me, unless you tell me why you lie about me, I will have you destroyed. Your magic might protect you from the flames, but I highly doubt it will save you from a hundred feet fall."
"I am but your guide, m'lady. Master Abraham will help you with your questions, but he resides a days march from here. Will you follow me, or will you insist on smelting the snow around us? While it might be cuzy, I highly doubt it helps against your mission."

Across the peaks they walked, and it shocked Chandra how silent this place was. There were no drakes circulating the mountains, no birds hatching in the caverns. Nowhere in sight were the signs of humanity, ancient or new. She grumbled, before firing off a bolt of pure energy to the sky.
"Where are you taking me?"
"The First Spire, Miss Chandra. We are there before sunset."

Card

"There is no reason to be upset, Chandra child. What Jihara told you is all true. It might not be the truth as you know it, but I can assure you it is very real. You see, Aresia is not as your home or any other world you have been to. We are shaped by your books, your letters and your songs. We are born from the paintings your children create, from the scripts your clerics compose. This world is ours, yet you created it. And in here, you are the Heroine. You are the murderer, the torturer, the salvation and the one spoken of in the prophecy."


A card a day keeps the goyf away!

Fri, 2013-02-08 22:43
Reality Glitch
Reality Glitch's picture

OH SNAP! So it's a world where reality is influenced by the stories of other worlds. I wonder how that will be expressed in the cards, because so far we have ones the represent aspects of a story, but not the influence stories have on the world.

Mon, 2013-02-25 10:10
Sgt Failure
Sgt Failure's picture

Correct.

Also, I started some minor playtesting on Cockatrice, PM me if you want in.


"Your village is gone, Sorin. Your people is gone, and so is your hope. You killed them, you murdered their sons and you betrayed their daughters. Tell me, are you happy now, Markov? Are you smiling when thinking of your vampires draining their very blood, eating the infants and elderly alike. Are you done now, Sorin Markov, or will you darken this tale even more? May Avacyn have mercy on your soul!"

I got the question on how the cards influence the story, and how the stories would influence the game. Where a game of magic might tell the story of a Boros planeswalker fighting the Zombie lord, or the Azorious lawpriests there is always a matter of inconsistency. A card can only be used once, with some exception, and there are no ways with the exception of splice where you can alter how a spell works. You can't force a theme onto a spell. Or well, you couldn't before Aresia. I give you, Infuse!

Cards

Infuse reads:
Infuse <foo> (<foo>, Discard this card: You may add this card’s effects to each instant or sorcery spell you cast this turn.)
And is represented in all rarities on instant and sorcery cards. In common it is focused on minor effects, while on uncommon and rare it might give several effects and even attributes to spells.
Infuse started as a variant of forecast, and the inspiration came from The Orbis keyword Colorize. However, playtesting and countless discussions with other card designers and friends led to the realisation that simply revealing the card at the beginning of your upkeep led to a couple of problems. Mainly repetetive board states, low interaction and balance troubles. I could with enough mana have the card as an enchantment that read "Add <effect> to your spells" which was neither fun nor balanced.
So it was changed, but one thing was kept intact. Namely a cycle of friendly color instant and sorceries which does not only add effects to your spells, they also give them attributes.

Cards

With the ability to give combo some fuel, they also make your less useful cards act as copies of these lategame. This is a five card cycle, with each card granting all your spells this turn one attribute, ranging from Plotripper Lightning's Multicast to Can't be countered and even free copies of spells. Or well, almost free.
And while Snapcaster Mage dominated flashback, there is a lady who dominates infuse. Nameless she is the AEtherlord Spellcrafter, born to change. And the only permanent card which mentions infuse.

Card


A card a day keeps the goyf away!

Mon, 2013-02-25 09:51
AngelofDawn
AngelofDawn's picture

Wow! I want to help make some of this if possible! THIS IS INSANE! IT'S SO GOOD! I WANNA SHOVE IT IN WIZARD'S FACE!!!
This is honestly so awesome! I'd love to help play test or whatever.
Wow. Dude. Cool.


I have a big blade and I cannot lie.

Mon, 2013-02-25 15:37
Icarael
Icarael's picture

Huh, funny thing about Infuse-- that was the direction I took it in my version of Orbis.

I'm interested to see how this turns out. So far, I'm liking what I see.

"Take the bridge, men! Victory! Victory is ou - Retreat! RETREAT!"

Mon, 2013-02-25 18:26
Heads vs Tails
Best Mechanic of 2015
Heads vs Tails's picture

One small problem with how those Infuse spells are worded, they would add 'plotripper lightning deals 2 damage...' and 'you may put purity's reward...' onto the spells you cast. The thing is those infused spells don't have those names so they won't be able to use that portion of the ability. It should be a quick fix, unless of course you intended it work that way.

Current Set:
Dabriohm: an equipment & threshold set. http://magicseteditor.sourceforge.net/node/8723

Mon, 2013-02-25 22:55
Reality Glitch
Reality Glitch's picture

I noticed the same thing. The solution would be to replace the instances of a card's name with "this".

Mon, 2013-02-25 23:23
Decembra
Decembra's picture

That's not a problem, actually. It automatically becomes "this".

Mon, 2013-02-25 23:31
Sgt Failure
Sgt Failure's picture

As Decembra mentioned, if a card refers to itself it is just a shortcut. It is infact saying "this card"

Thanks for all the comments, what is the general feel of infuse for you guys?


A card a day keeps the goyf away!

Tue, 2013-02-26 00:14
Anuttymous
Anuttymous's picture

Project + current Storm decks = banning. Admittedly, you don't actually have this problem, but I think it may be worth considering.
Plotripper Lightning doesn't feel right for green. Should be blue in the infuse cost, in my opinion.
Purity's Reward actually made me go "Oh wow" out loud. To the confusion of some people nearby.
I like infuse. Feels like Splice onto Arcane, but easier to use. Good job.

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

Fri, 2013-03-01 20:45
Sgt Failure
Sgt Failure's picture

The village appeared out of the mist and the joyous laughter of a small child reached Simhol’s ears. A few hundred feet in front of him the first building revealed its contour, stray roof laying on top of the old stone. As he came closer more houses much like the first appeared and an old man came to greet him, a troubled face all too visible.
“I welcome you, Stranger. I am Lars, village elder and the druid of Hollowhenge.”
“Simhol, Chosen of Viritas. I was told you are in trouble, yet you seem surprisingly content?”
“They have not come yet. The wolves are roaming around, but they are keeping their distance. For now.”

Simhol was treated as any guest and was given food, a bed and the admiration of the children. The applauses were overwhelming when he showed the smaller one how he summoned a dog for them, and the witch muttered once he put a hindering charm over the town hall. Yet the planeswalker was worried, thus he had read the tales. Not that it mattered now that Asanom had taken control of the second spire... He waited, for what he did not know.

The werewolf attack came at dusk, five days after Simhol’s arrival, and they came from the north. This part of the tale was familiar to Simhol, but here Asanom’s twisted mind came into play. Four hundred feet from Hollowhenge the beasts mutated. Their fur grew back, and the once muscular bodies became slimmer. Their fangs withdrew, then grew back only this time they were not in a wolf’s mouth. This time the long teeth were located in the mouth of a human. Where once a Tovolar huntpack charged, a group of vampires came running towards the village. Simhol cried, as he knew how the tale would end.

At first, the battle was even. The villagers, armed with pitchforks and sickles, managed to hold back the vampires with Simhol’s help. Several of the villagers fell, but the planeswalker brought many more to the battle. Azorious lawmages from the plane of Ravnica came to his aid, and at one point an ancient elemental of Viritas himself stood vigilant over the village of Hollowhenge, but then appeared what would cause Simhol to retreat. Out of the mists came a tall man, wrapped in white hair and a black coat, with a wicked smile across his face. The vampires screamed at the sight of their master, the first of their kin, and Sorin laughed. Simhol left the plane at that second, thus he knew if he defeated this abomination he would be no better than Asanom. He could not alter the story any more as the demon had already rewritten the tales of Sorin. Within the timespan of four hours he had stolen the planeswalker spark of Sorin Markov, and the vampire did not even know it. He had transformed the creator of Avacyn, the savior of Innistrad, into a bloodthirsty maniac. Simhol wept.

Card


A card a day keeps the goyf away!

Thu, 2013-02-28 11:53
Anuttymous
Anuttymous's picture

Sorin. I love this.

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

Thu, 2013-02-28 16:03
Reality Glitch
Reality Glitch's picture

Oh my.

Fri, 2013-03-01 21:03
marioware2
Moderator
marioware2's picture

Sorin is super cute. I love him. As I say on pretty much every thread, a little nitpick is that keywords aren't implicitly capitalized unless bound by a regular capitalization rule; Sorin should read "First strike, lifelink" and not "First Strike, Lifelink". Again, though, really great card.

I'm a little late on the draw, but I think the fix to Chandra is making her second ability -2. There's no reason it should kill her, but I think you should have to twiddle her +1 before activating her Gamble ability twice. My opinion.

Fri, 2013-03-01 22:23
Sgt Failure
Sgt Failure's picture

Thanks for the comments everyone. Chandra's second ability is indeed -2 Loyalty at the moment. Now heres another planeswalker for you!


"Chandra, you must not enter this place. You must not come here, walk these grounds. Your life is worth nothing to me, but your tales means everything. Your voice is but a coarse memory, yet every time I hear your name warmth spreads. My daughter, oh my beautiful daughter, leave us. Leave us, and your father's ashes alone."

Dear Chandra Nalaar

I welcome you to Aresia, to the world left untouched by reality itself. I trust you have been told about the three spires that form my realm?
While you might have been experiencing the unlimited libraries of the first spire, I sincerly hope you have gathered enough sense to avoid the second and third spire. While I know your story holds little space for common sense I do hope that the tales you have been told will keep even you from running headless into certain doom.

My name is Simhol, and I am Viritas's champion on Aresia. Much like you I am a planeswalker, unlike you I know this plane as my back hand. I was born here, and it was here I was reborn. It was here that the ancient growthmagi made their mistake, where I was left with the grandest of hunters ever given birth to. But unlike my brothers and sisters I survived, thus Viritas himself came to me that day. He ignited my spark as the beast was about to chew on my brittle bones, saving me from salvation. In the blind eternities I saw the world acursed. I saw your home defiled, your family burned and you being the cause of it all. You changed me Chandra, you made sure that truth will be forever protected.

Yet, it is not as an enemy I send you this letter. It is as a friend, as your prince if you so may. I come with news of a troubled reality, of nightmares given birth in Aresia and soon the planes close to us as well. I have seen werewolves transform into vampires, led by a twisted image of Sorin Markov himself. I have seen your family die at your hands, and I have seen them live peacefully with you still dormant. I have seen most truths, and let me tell you this. All which is certain is life, all which is certain is Viritas. Your fireballs are but fragments of power, where the tough skin of the Children of Viritas will protect from raw energi. You must learn to rewrite, you must learn to permanise.

I am sure we will meet soon enough. Until then, stay alive.

Love, Simhol.

Card



A card a day keeps the goyf away!

Sat, 2013-03-02 10:01
AngelofDawn
AngelofDawn's picture

You should make a dark Jace. And a good lilliana.


I have a big blade and I cannot lie.

Sun, 2013-03-03 00:09
Reality Glitch
Reality Glitch's picture

No one would ever use Simhol's -3 ability. All it is is a hinderane to you for no benefit. To solve that problem change it to say either "Target player" instead of "You" or "1 mana symbol less" instead of "1 mana symbol more".

Sun, 2013-03-03 00:15
Daij_Djan
Moderator Best Set of 2016
Daij_Djan's picture

@Relity glitch: Deeply disagree Big smile Pretty much all cards already existing and featuring that ability are very strong - and considering it's impossible to be removed as an emblem, it's pretty accurately costed as well.. (please note: while the effect is symmetrical, this is one of these effects you shape your deck around to make sure in reality it isn't symmetrical at all^^)

EDIT: After rereading your post - could you possibly have overseen the effect afflicts all players, even if you have the emblem?^^

As Photobucket wants me to pay 400$/year to link to my images, I'll relocate all renders.

Sun, 2013-03-03 00:23
Reality Glitch
Reality Glitch's picture

I misread the emblem, I thought it only affected your spells.

Mon, 2013-03-04 03:05
Anuttymous
Anuttymous's picture

I think Simhol (or Simol according to Planeswalker type) is really weak. That +2 is terrible, as she does nothing to protect herself, and life gain is barely a deterrent. The -12 is just not happening, because she'd be killed off before then. The -3 is nice, but requires you to be running mostly creatures, in which case I'd rather have a five drop that is a creature and can kill. I think the -3 needs to generate a way to keep her alive, otherwise it becomes five mana to annoy an opponent with the -3, who then attacks her.

Anuttymous the Gathering
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