Tales of Aresia
Release Date: May 2013
Playtested: Some minor sealed has been played with the set, along with a test of a standard environment with RTR block.
Special Frames: None
Mechanics & Terms
Infuse — On Aresia much like in any song or tale, a single theme can lead to uncalculated consequences. Skilled mages can infuse an action into their spellcasting, allowing spells to shape themselves around it. Cards with infuse can be discarded for a mana cost, and whenever you cast a spell this turn the infused card is "spliced" onto them, as was introduced during Kamigawa.
resia is a world created by us, by those forming and experiencing dreams and nightmare alike. Born from the stories read for children, and molded by the horrors forged by unresting mind, there are no limits to which exists on Aresia. Yet now, the world has become alive, and a mutiny is occuring.
No longer is nature allowed to stay its course, thus flaming imps and zombies have sprung into stories they were not intended for. The books outside Aresia are combusting, bleeding and oozing, their contents rewriting itself. And for the first time, an outsider has come to Aresia to shape the stories into what they once were.
This heroine's name is Chandra, and through a lost library has she found the path to her past and future. Along with the native planeswalker named Simhol she has burdened herself with the duty to fight against the demon Madal and his minions. With her spellpower vastly increased, she must work not only against demons, but against her own history as well.
Find out more by visiting the original forum thread!