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#plane shift new phyrexia
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congratulations to the most fucked up and evil typeline I've written in plane shift: mirrodin/new phyrexia so far
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nite0304 · 12 days
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Outlaws of Thunder Junction comes out tomorrow, you know what that means?
It means, new Plane shift module made by me!
This one includes 6 backgrounds, a race and a subrace, 7 subclasses, and a and dozens of monsters. AND ITS FREE! That's right! From now on, all my brews will be 100% free.
Come get it all at my patreon! I also have a plane shift module for New Phyrexia, Eldraine, the Psio and Hemonomicon, and a whole bunch of other goodies!
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theminecraftbee · 2 years
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As someone whose only knowledge of Magic: The Gathering is the existence of a card called the Black Lotus which is like. Stupid Crazy Valuable for some reason, but who adores listening to people infodump;
Tell me everything. How does this potential AU work and why is it so awesome? And don't skimp on the details, this is me giving you an excuse to go absolutely ham regardless of it being "off topic"
okay so keep in mind I only started getting into mtg recently and explaining some of “what on earth is a phyrexian” is talking decades-old stuff, pre-mending stuff, so my knowledge isn’t gonna be perfect,
so. crash course version.
in the world of mtg, the game takes place across many, many planes. an infinite multiverse, in fact! in this world, there are guys called planeswalkers. they possess a planeswalker spark in their soul, which “ignites” at some point in their life, giving them the ability to planeswalk—shift between planes at will (although normally at least the first planeswalk is an accident, as a planeswalker’s spark igniting normally happens when they’re in a state of high emotions, often distress). at one point in time, early in magic’s history, planeswalkers were immortals, and beings unto gods themselves, capable of ridiculous magic. this would change in the future in an event called “the mending”, which repaired a lot of damage to the multiverse that planeswalkers had done, but also made it so planeswalkers became mortals with magic much weaker than their pre-mending selves. this is mostly relevant because this au takes place entirely post-mending but like, pre-mending stuff is relevant.
(there’s a dragon called nico bolas who wanted to get his own pre-mending power back in order to do Many Evil Things, and who even basically destroyed an entire plane doing so, but this isn’t about that particular main villain in magic! this is about a different villainous force.)
so anyway, let’s briefly talk about a guy who wasn’t a planeswalker, yawgmoth. he was a eugenicist! like, canonically, he’s that, he’s evil, be aware if you go looking into his lore yourself. he did… a lot of bad things. so many bad things. amongst those bad things he did was shape the original plane of phyrexia. his followers followed him there after a series of events that involved him making another planeswalker open a portal for him. there, his followers and the people of the plane mutated into abominations, and he begin to artificially enhance and guide this process, making himself into the dark god of the plane. these creatures, at the time, were made of a twisted mix of flesh and artifice, and were all part of a phyrexian hivemind. they were eventually defeated, yawgmoth killed, and the entire plane completely and utterly destroyed.
however.
karn, an artificial being and planeswalker, was involved in the defeat of the original phyrexia. he creates a plane called mirrodin. unbeknownst to him, his own phyrexian infection within himself, an infection of phyrexian oil, was left within the core of the plane of mirrodin. this slowly began to infect the entire plane, transforming it into a new phyrexia. (this is skipping all of like, memnarch’s stuff, but I don’t think it’s relevant.) here, due to the presence of five suns of mana colors, the new phyrexians split into five factions, one for each mana color, and their hivemind is less absolute. nonetheless, they use the glistening oil to infect organic creatures and “compleat” them, a process that makes them into partially-mechanical creatures that maintain their memories and some of their personality, but no longer have a soul. they’ve also twisted and compleated the entire plane of mirrodin, turning it into a mechanical hellscape, hostile to non-phyrexian life entirely. the few surviving mirrans attempt a resistance, even as many of their members slowly succumb to phyresis (the phyrexian mutation and illness that kills some and irrevocably changes others). meanwhile, within the story, the new phyrexians began to reach out to other planes for their own nefarious purposes—though why and how remains currently unseen. recently, though, they’ve determined how to compleat a planeswalker, previously thought impossible as the spark of a planeswalker resides in their soul. however, this method must maintain the planeswalker’s soul—even as it pulls them into the phyrexian machine.
anyway, so this au? yeah the AU here is “the phyrexian infection spreads in hermitcraft, which is a certifiable Bad Thing”, which is. such a fun au concept. also I love horror stuff have I mentioned that. we have also become sidetracked just discussing what properties different hermits would generally have in mtg. but I THINK that’s the background you need to have a vague idea what I’m talking about…?
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I just realized I have never explained my fanwalkers in detail or their plane's lore but basically the main ones got fucking wrecked and their plane got mostly destroyed pre-March of the Machine in a preinvasion.
Ok so Rala is an artificial plane that merged with a regular plane. Before the time of the first invasion of Dominaria, 4 planeswalkers developed the plane to be an answer to Phyrexia, each walker in charge of the creation of a force to fight phyrexia or reverse the compleation process. Yawgmoth basically died before these walkers could finish their answer. One of these walkers took an apprentice who ignited during the Mirari era from Dominaria (Yavimaya specifically). The apprentice ended up creating a living race of golem-elementals on Rala to help imbue it with life. The other 4 walkers had slowly gone mad (as pre mending walkers do) and basically a large war happened between the forces resulting in The Apprentice being the last on standing who sealed the armies away to try and make them functional in the future. The Apprentice took the name Lenua and became the First Guardian Walker of Rala.
20 years of head canon stuff happens after and then we get to the 3rd and 4th Guardian Walkers of Rala. Umbral and Riya. They accidentally awoken some of the armies and ended up creating their own forces to counter act them. One of them was Project Seraph which basically Metathraned- regular people into super soldiers. Of course they also had artificial wings. One Seraph survives today (honestly the project never got more the 6 members) and her name is Lucor.
Atraxa basically got shifted to this plane, Compleated Riya and injured Umbral. Umbral and Lucor basically spent his last hours reawakening the original forces and transferring the souls of those still alive into Lucor's blade. Lucor's spark gets activated during the blade infusing and since she is the only walker remaining on the plane (alive) during the ignition, the title of Guardian Walker goes to her.
Umbral and his twin sister Riya got compleated into 1 being and they kind of went off against New Phyrexia seeing it as "an insult and mockery to perfection". When Norn died and the Oil became inert Umbriya died.
Rala is being rebuilt (as it was supposed to) and Lucor is overseeing it's repair. Once it is repaired and terraformed, the plane can create new bodies for the souls of it's inhabitants.
So yeah my fanplane and fancanon is going through a soft reset right now.
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mtgacentral · 11 months
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MTG Arena Phyrexia All Will Be One - Dominating Your Opponents
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Introduction to the MTG Arena Phyrexia All Will Be One Addition
The "Phyrexia All Will Be One" addition is a significant expansion to MTG Arena. It introduces the sinister plane of Phyrexia, a world where flesh and metal fuse in a horrifying amalgamation, and where a single, chilling philosophy reigns: "All Will Be One". This expansion brings a host of new Phyrexian cards, each imbued with the unique aesthetics and mechanics of this dystopian plane. These cards offer new strategies and synergies, challenging players to rethink their approach to deck-building and gameplay.
Purpose of the Guide
This guide is designed to help both newcomers and seasoned players navigate the changes brought about by the "Phyrexia All Will Be One" addition. We'll delve into the history of MTG Arena, explore the new cards and mechanics introduced by the expansion, and discuss the impact of these changes on the game's meta. We'll also provide tips for building a Phyrexian deck, share advanced strategies for mastering the game, and look ahead to the future of MTG Arena with "Phyrexia All Will Be One". Whether you're just starting your journey into MTG Arena or looking to dominate your opponents with the power of Phyrexia, this guide has something for you. So, without further ado, let's dive into the world of MTG Arena and the chilling realm of Phyrexia. Remember, in Phyrexia, All Will Be One!
MTG Arena: Before Phyrexia All Will Be One
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Brief History of MTG Arena
Before we delve into the world of Phyrexia, let's take a step back and look at the journey of Magic: The Gathering Arena. MTG Arena is a digital adaptation of the physical card game Magic: The Gathering, which has been captivating players with its strategic gameplay and rich lore since 1993. MTG Arena was announced by Wizards of the Coast in 2017 and officially launched in 2019. The game was designed to faithfully recreate the Magic: The Gathering experience while also making it more accessible to a wider audience. It quickly gained popularity due to its free-to-play model, regular updates, and the ability to play against others around the world. The game features a variety of game modes, including casual play, ranked matches, and special events. Players can collect cards by playing the game, purchasing packs, or crafting them using a resource called Wildcards. Over the years, MTG Arena has seen numerous expansions, each introducing new cards and mechanics that add depth and complexity to the game.
Gameplay and Strategies Pre-Phyrexia
Before the arrival of "Phyrexia All Will Be One", gameplay in MTG Arena was already diverse and strategic. Players would build decks around specific themes or synergies, using a combination of creatures, spells, and artifacts to outmaneuver and defeat their opponents. The game is played in turns, with each player drawing cards from their deck and using mana, the game's primary resource, to play those cards. The objective is to reduce the opponent's life total to zero, which can be achieved through a variety of strategies. Some players prefer aggressive strategies, using fast, low-cost creatures to apply pressure early in the game. Others opt for control strategies, using spells to disrupt their opponents' plans while slowly gaining an advantage. There are also combo strategies, which aim to assemble a specific set of cards that can win the game in a single, powerful turn. The meta, or metagame, refers to the current trends in deck and strategy popularity. The meta can shift with each new expansion, as players experiment with new cards and find new synergies. Prior to Phyrexia, the meta was diverse, with a variety of deck archetypes and strategies seeing play. However, with the arrival of "Phyrexia All Will Be One", the game was about to undergo a significant change. The new cards and mechanics introduced by the expansion would challenge players to rethink their strategies and adapt to a new meta. But more on that in the next section. For now, let's turn our attention to the announcement and release of this game-changing expansion.
The Arrival of Phyrexia All Will Be One
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Announcement and Release of Phyrexia All Will Be One
The announcement of the "Phyrexia All Will Be One" expansion was a momentous event in the Magic: The Gathering Arena community. Wizards of the Coast unveiled the expansion in a grand reveal, showcasing the new Phyrexian cards and mechanics that would soon be shaking up the game. The release of "Phyrexia All Will Be One" was met with great anticipation. Players eagerly awaited the chance to explore the dystopian plane of Phyrexia and harness the power of its unique cards. The expansion was made available through a game update, allowing players to start collecting Phyrexian cards through booster packs and crafting.
Initial Reactions and Expectations
The initial reactions to "Phyrexia All Will Be One" were a mix of excitement and curiosity. The Phyrexian plane, with its fusion of flesh and metal and its chilling philosophy of unity, offered a stark contrast to the realms players had previously explored in MTG Arena. Players were eager to experiment with the new Phyrexian cards, each of which brought unique mechanics and strategies to the table. There was speculation about how these cards would impact the meta, with players predicting shifts in popular deck archetypes and gameplay strategies. The expectation was that "Phyrexia All Will Be One" would significantly shake up the game, challenging players to adapt and innovate. This anticipation was heightened by the fact that Phyrexia is a well-known and beloved plane in the Magic: The Gathering lore, adding a layer of narrative depth to the gameplay changes. In the sections that follow, we'll delve deeper into the "Phyrexia All Will Be One" expansion, exploring its mechanics, impact on the game, and strategies for mastering the Phyrexian playstyle. Whether you're a seasoned MTG Arena player or a newcomer eager to learn, this guide will equip you with the knowledge you need to dominate your opponents with the power of Phyrexia. Remember, in Phyrexia, All Will Be One!
Understanding Phyrexia All Will Be One
In-depth Look at Phyrexia All Will Be One
The "Phyrexia All Will Be One" expansion is a fascinating addition to Magic: The Gathering Arena. It transports players to the plane of Phyrexia, a dystopian world where flesh and metal intertwine in a grotesque fusion of life and machinery. This plane is ruled by a single, chilling philosophy: "All Will Be One". Phyrexia is a world of nine nested spheres, each more horrifying than the last. At the core lies the throne of Yawgmoth, the godlike figure who created Phyrexia and its denizens. The Phyrexians themselves are a blend of organic and inorganic materials, embodying the plane's twisted vision of perfection. The expansion brings this dark and twisted world to life, introducing a host of new Phyrexian cards that reflect the plane's unique aesthetics and mechanics. These cards offer new strategies and synergies, challenging players to rethink their approach to deck-building and gameplay.
New Cards and Mechanics Introduced
"Phyrexia All Will Be One" introduces a variety of new cards, each imbued with the unique flavor of Phyrexia. These include Phyrexian creatures, spells, and artifacts, each offering new mechanics and strategies for players to explore. One of the key mechanics introduced in this expansion is "Phyrexian Mana". This new type of mana can be paid with either a specific color of mana or by paying life, reflecting Phyrexia's disregard for individual wellbeing in pursuit of its unified vision. The expansion also introduces "Infect", a mechanic that deals damage in the form of "poison counters". If a player accumulates ten poison counters, they lose the game, regardless of their life total. This mechanic adds a new layer of strategy to the game, as players must balance their life total against the threat of accumulating poison counters.
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The Phyrexian Philosophy: "All Will Be One"
The philosophy of "All Will Be One" is a central theme in the Phyrexia expansion. This mantra reflects Phyrexia's vision of a perfect world, where all life is fused into a single, unified whole. In the context of MTG Arena, this philosophy is reflected in the mechanics of the Phyrexian cards. Many of these cards encourage a playstyle that focuses on synergy and cooperation, with individual cards working together to achieve a powerful effect. This philosophy adds a unique flavor to the game, challenging players to embrace the Phyrexian vision of unity and adapt their strategies accordingly. Whether you're building a deck or battling against opponents, the mantra of "All Will Be One" is a constant reminder of the power and potential of Phyrexian strategies.
Impact of Phyrexia All Will Be One on MTG Arena
Changes in Gameplay and Strategies
The "Phyrexia All Will Be One" expansion has brought significant changes to the gameplay and strategies of Magic: The Gathering Arena. The introduction of Phyrexian Mana and the Infect mechanic has added new layers of complexity to the game, challenging players to adapt their strategies and rethink their approach to deck-building. Phyrexian Mana, which can be paid with either a specific color of mana or by paying life, has introduced a new level of flexibility in casting spells. This has opened up new strategic possibilities, allowing players to potentially cast powerful spells earlier in the game at the cost of their life total. The Infect mechanic, which deals damage in the form of poison counters, has added a new win condition to the game. This has led to the emergence of new strategies focused on dealing Infect damage, forcing players to balance their life total against the threat of accumulating poison counters.
Shifts in the Meta
The arrival of "Phyrexia All Will Be One" has also led to shifts in the MTG Arena meta. The new Phyrexian cards, with their unique mechanics and synergies, have found their way into a variety of deck archetypes, influencing the popularity and success of different strategies. Decks built around the Infect mechanic have become a notable presence in the meta, offering a unique and potent win condition. Similarly, decks that leverage the flexibility of Phyrexian Mana have gained popularity, thanks to their ability to deploy powerful spells with greater efficiency. The meta is constantly evolving as players continue to experiment with the new Phyrexian cards and discover new synergies and strategies. This dynamic and ever-changing meta is one of the aspects that makes MTG Arena such an engaging and challenging game.
Player Reactions and Adaptations
Player reactions to the "Phyrexia All Will Be One" expansion have been largely positive. Many players have expressed excitement about the new mechanics and strategies introduced by the expansion, and have enjoyed the challenge of adapting to the new meta. Players have also appreciated the thematic depth added by the expansion. The chilling philosophy of "All Will Be One", the grotesque fusion of flesh and metal, and the dystopian world of Phyrexia have all added to the immersive lore of the game. However, as with any major change, there has also been a learning curve. Players have had to familiarize themselves with the new mechanics and adapt their strategies accordingly. This has led to a period of experimentation and learning, as players explore the potential of the new Phyrexian cards and refine their decks and strategies. In the next section, we'll delve into the specifics of building a deck with "Phyrexia All Will Be One", offering tips and insights to help you harness the power of Phyrexia and dominate your opponents. Remember, in Phyrexia, All Will Be One!
Building a Deck with Phyrexia All Will Be One
Essential Cards from Phyrexia All Will Be One
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The "Phyrexia All Will Be One" expansion has introduced a host of new cards to Magic: The Gathering Arena, each offering unique mechanics and strategies. Here are some of the essential cards that you might consider when building your Phyrexian deck: - Phyrexian Obliterator: This powerful creature can quickly turn the tide of a game. Its ability forces your opponent to sacrifice a permanent whenever it takes damage, making it a formidable threat on the battlefield. - Phyrexian Crusader: With First Strike, Protection from Red and from White, and Infect, this creature is a versatile addition to any Phyrexian deck. - Phyrexian Metamorph: This card offers great flexibility, allowing you to copy any artifact or creature on the battlefield. This can be a game-changer, especially when you're up against powerful opponents. - Phyrexian Unlife: This enchantment provides a unique form of protection, allowing you to survive even after your life total drops to zero by giving you Infect counters instead of dealing damage to you. Remember, the best deck doesn't just rely on powerful cards, but on how well those cards work together.
Synergies and Combos with Phyrexian Cards
Phyrexian cards offer a wealth of synergies and combos. For instance, you can pair Phyrexian Crusader with equipment cards like Sword of Truth and Justice to boost its power and take advantage of its protection abilities. Phyrexian Metamorph can be used to copy powerful creatures or artifacts from your opponent, or to duplicate your own cards for added effect. Pair it with Phyrexian Obliterator to create a formidable defensive line, or with Phyrexian Unlife to double up on your protection. The Infect mechanic also offers interesting combo possibilities. For example, you can use cards like Tainted Strike or Grafted Exoskeleton to give your creatures Infect, turning any creature into a potential game-winner.
Tips for Building a Balanced Deck
Building a balanced deck is key to success in MTG Arena. Here are some tips to keep in mind: - Diversity: Make sure your deck has a good mix of creatures, spells, and artifacts. This will give you more options during gameplay and make your deck more adaptable to different situations. - Mana Curve: Pay attention to the mana cost of your cards. A good deck should have a balanced mana curve, with a mix of low-cost and high-cost cards. - Synergy: Look for cards that work well together. The best decks are those that can execute powerful combos or create strong synergies between cards. - Adaptability: Your deck should be able to handle a variety of situations. Include cards that can deal with different types of threats, such as creature removal, artifact destruction, or enchantment control. Remember, the goal is not just to include powerful cards, but to create a deck that works well as a whole. With the right combination of cards, your Phyrexian deck can become a force to be reckoned with in the MTG Arena.
Mastering the Game with Phyrexia All Will Be One
Advanced Tactics and Strategies
Mastering the game with the "Phyrexia All Will Be One" expansion requires a deep understanding of the new mechanics and how they interact with existing ones. Here are some advanced tactics and strategies to consider: - Infect: This mechanic can be a game-changer. Instead of dealing regular damage, creatures with Infect deal damage to creatures in the form of -1/-1 counters and to players in the form of poison counters. Accumulate ten poison counters on your opponent, and you win the game. Use this to your advantage by focusing on aggressive strategies that quickly pile up poison counters on your opponent. - Proliferate: This mechanic allows you to add additional counters to any number of permanents and/or players. This works exceptionally well with Infect, as it allows you to increase the number of poison counters on your opponent or -1/-1 counters on their creatures. - Living Weapon: This mechanic automatically creates a 0/0 black Germ creature token and attaches the Equipment to it when it enters the battlefield. This can be used to quickly establish a board presence.
Adapting to Opponents' Decks and Strategies
Adaptability is key in MTG Arena. Pay attention to the meta and be ready to adjust your deck and strategies accordingly. If you notice a lot of players using creature-heavy decks, consider including more removal or control cards in your deck. If control decks are more prevalent, think about adding cards that can counteract their strategies, like spells that can't be countered or creatures with hexproof.
Case Studies of Successful Phyrexian Decks
Let's look at some examples of successful Phyrexian decks to better understand how they work: - Infect Aggro: This deck focuses on quickly deploying creatures with Infect and using spells to boost their power and get through the opponent's defenses. Key cards include Glistener Elf, Blighted Agent, and Vines of Vastwood. - Phyrexian Control: This deck uses control elements to disrupt the opponent's game plan while slowly building up an advantage with powerful Phyrexian cards. Key cards include Phyrexian Obliterator, Phyrexian Arena, and Dismember. - Phyrexian Combo: This deck aims to assemble a game-winning combo using Phyrexian cards. One example is using Throne of Geth to proliferate poison counters on the opponent, effectively creating a ticking time bomb that the opponent must deal with. Read the full article
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theworldgate · 1 year
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March of the Machine Pre-'First Look' predictions
So, given that DMU and ONE had plot beats leak early I might as well get in now just in case there are significant leaks
Freebies:
Chandra and Teferi get Planeswalker cards
The Strixhaven pupils appear (we have official art with Quintorious, Dina, and Zimone now, so it makes sense for the other two to appear)
Most planes we know of get invaded, particularly including Kamigawa, Theros, Zendikar, Arcaivos, Innistrad, and Kaldheim
Elspeth will appear in some form or another because, like, come on obviously.
[Other assorted crossover things]
New permanent type: Battle (no idea what it does, but we've been told this)
Zhalfir phases back in.
The big change isn't Universes Beyond
Things I'm reasonably sure of:
Some non-0 number of compleated PWs end the set in a form where they can be used again, and some will not.
Ajani is in that set, and Tamiyo isn't (Ajani's page in the visual guide focuses on how the Gatewatch are looking for a cure and uses the present tense, Tamiyo's uses the past tense and has no mention of hope). I'd say Nahiri also isn't because of the send-off she got (as a free character, like, sorry Seanan, your writing caused her arc to peak there).
The focus will be less on PWs and more previously planebound legendaries - probably to signify a shift away from the 'Gatewatch' mindset of a select group getting to save the day
Elesh Norn loses, probably partly due to Hubris
Some element of Phyrexia survives because that's what Phyrexia does.
Zendikar is particularly screwed. Does mean we get a new Omnath (I'll say not actually Phyrexian, but more embodying Zendikar's bitterness over the fate of its favourite faildaughter)
Speaking of Zendikar's favourite faildaughter, Nissa really does have an important role to play for New Phyrexia in the war to come! (I mean I know we're told this in-story, but it isn't actually a guarantee)
Things I'm less sure of, and are maybe a bit spicier, but still think will happen:
Jace and Nissa are in the 'usable again' group and the phrasing there is very specific, though a cure is on the table on account of them being two of the main faces of the game. Also my gut instinct is that they have sufficiently distinctive and broad design space that R&D would want to keep them around (contra Gideon, who I think was legit chosen to die in WotS because he had rather small design space). This may or may not apply to Nissa - she has gone into weird spaces design-wise (X cost, several different colour combos), but that might partly be a side-effect of the versatility?
Call-backs to one or more of the following phrases: "I will keep watch", "hand that moves", "all will be one" (okay this one is a free space), "even broken things can be redeemed", probably some others that I thought of and have now forgotten when it comes to listing them
One or more of the compleated PWs turns on Norn without being uncompleated (e.g. Tamiyo breaks through when Norn tries to get her to compleat her family)
We don't get any compleated PW cards in this set (or, at least of existing not known to be compleated Planeswalkers) - this is the moment of victory for team not-Phyrexia, and the theme would be broken a bit by "also Liliana is a Phyrexian now, surprise!" or whatever (and we're already getting a Chandra, and we just had Koth, and I guess Tibalt is technically Rakdos but I feel like that colour combo is doing okay for PWs right now?)
That weird phrasing is because there's not-leak art (from the art show at Magic Con Philadelphia) of Norn looking vaguely planeswalkerish (though zoomed out relative to typical PW cards) and sure why not. Let's say she's five colour too.
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werewolfoverlord12 · 1 year
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Addendum 0.5
The quiet whir of fans and beeping of machines were the only thing Urabrask paid attention to as the sentences of Phyrexian scrolled across the screen. His eyes shifted rapidly between the data and the translation document, stopping every so often to correct a word or explain to the computer context or meaning so it could learn.
"Traitor."
Urabrask glanced up; Jin Gataxius scowled at him from his holding tank. Wires connecting the crystal electrodes embedded into the praetor's skull and down his spine ran up and out to a self contained system Urabrask has access to from the control panel he sat at. Each time he he hacked into Gin's mind, electrical pulses would hijack the complex collection of cell and steel, cause minor seizures. Those same electrical pulses could be turned up and used as a silencing tool.
Urabrask stood, popping his spine as he stretched. Six months of being a living Phyrexis... He grunted.
Needs work. He thought.
He still hadn't come up with a name to denote the difference between someone like him and something like Yawgmothian Phyrexians.
As he walked around the console, his mind drifted back to the day his heart beat for the first time... And Phyrexia stopped holding even minuet sway over him.
The Mirran Resistance received a message offering aid from someplace called Sanctuary, a plane which could act as a base for Planeswalkers, or in this case, Refugees. But they wanted to talk with him first; Urabrask found this journey much less painful than through the Planar Bridge installed in Tezzeret. He was greeted, unsurprisingly with soldiers... And the brothers, Alistair and Jazal Goldmane, both sons of Ajani and Seraphina.
They explained they had created a process that could separate everything Phyrexian from the original in a completed or sleeper agent. But as a show of good faith they wanted to offer it to Urabrask, so that Elesh Norn would no longer be able to track him among other things.
Skeptical at first, they performed the process in front of him: from a main holding tank, large tubes ran down two smaller tanks on either side of the control panel. the sleeper agent was suspended in a mixture of nutrients, sedatives, painkillers and Halo, while a strange energy was run through it. The liquid glowed brightly, and after a few moments, oily black liquid flowed down to one of the tanks, while red liquid glowed into the other. Moments ticked by as both liquids coalesced into the person... And what they called a Phyrexian Husk. The husk was no more than a metal skeleton with cables and wires tightly wound around the spine. The husk was the first to wake and began scratching at the glass. Urabrask sensed nothing but the Phyrexian Hivemind inside it and as they removed the living, breathing elf from the tank, they increased the concentration of Halo into the Husks tank until, screaming, it dissolved into nothing.
Without thinking, Urabrask jumped to the main tank and peered inside. Nothing remained, and after speaking with the once possessed elf, he accepted.
The process was largely the same, but the moment the energy filled the tank... He felt Phyrexia lunge towards him. Thousands of mechanical hands grasped at him, and the stench of burning oil filled his nostrils. A lone mind against the pull of millions of enslaved ones.
And yet... He was Urabrask, he was the heretic praetor who resisted Yawgmoths doctrine. And NO ONE, not even the core of Phyrexia itself would bind him against his will.
Something struck his back and a flow of unlimited red mana filled him. With it, he pushed back against the tide and felt his... Soul... Burn brightly.
Outside, the brothers described the tank filling with bright red energy, before the flow of oily fluid surged down into one holding tank, and red, boiling fluid flowed into the other. A bright orange ball of light followed the red liquid into the tank, and almost instantly began to form a new body around it.
Scrapping sounds drew their eyes back to the husk tank, seconds before it broke through the three inch thick glass and crashed to the floor. A metallic exoskeleton, sharp claws, barbed tail and fangs dripping with glistening oil, got to its feet.
Urabrask came to just in time, and banged on the glass. Jazal hit the release the button the same time the Husk leapt for him. Urabrask intercepted it and knocked it onto its back, before grabbing a metal support beam from the broken tank and stabbing the Phyrexian part of him through the head. The creature shrieked again and Urabrask let out a roar and belched a stream of bright scarlet flames onto the still struggling body.
As the flames consumed the husk, he felt the same flames licking at the bleeding wounds from the inside of his body, burning away the glistening oil before it could corrupt him again. Now standing over a pile of molten slag, Urabrask was finally free.
In present time, he walked over to where Gin hung from the wires and where a nutrient broth laced with Halo kept him alive.
Urabrask grinned, "Better a traitor, than a Praetor, Jin. Don't worry though. You won't be alone for very long."
@delta-hexagon
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longcontrol · 2 years
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Planeshift pdf
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#Planeshift pdf skin
With the world being hollow, there are plenty of dungeons to explore along with other styles of adventure. So much of the world is unknown since the populations were kept maintained to a certain point and are relatively new. Mirrodin's setting is great for classic D&D. Both settings are ripe for adventure and beg to be explored as new places for D&D players to explore become available. The other setting the the metallic horror and war of New Phyrexia, where the people fight against nightmares of flesh and steel which seek to purge them either in death or compleate them with phyresis. The first is the original Mirrodin with a metallic high fantasy feel for D&D players to enjoy exploration and meeting the people. In recent years, Mirrodin has become a good place for two different kinds of settings. It's just so interesting that it begs for a Plane Shift article to be made for them.
#Planeshift pdf skin
Even the people are partially metal with the metal skin they sport on portions of their bodies. It is literally a new world, one which is made almost entirely of metal. Mirrodin is a plane unique to itself and in my mind, ripe for adventure. It also made a reappearance in the sets Scars of Mirrodin, Mirrodin Besieged, and New Phyrexia. This artifact centered plane can be found in Mirrodin, Darksteel, and Fifth Dawn. This time it looks over the all metal plane of Mirrodin. Well, here comes Plane Shift number three.
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markrosewater · 2 years
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Apparently there was a wild theory (that you've deconfirmed already here) that Streets of New Capenna was what Alara turned into.
Now, you've already said that this is a new plane, but my question is, have you ever thought about doing that? Making a set with a seemingly new world but revealing at a later point that the plane was always one we already knew, just with some paradigm shift that happened while we weren't looking?
Scars of Mirrodin block was originally going to be New Phyrexia block and the stinger in the last set was “this was Mirrodin!”
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Let embrace some Planar Chaos and timeshift some ocs! Change a important part of your ocs past and tell us where they would be now because of it!
Ceral: the biggest part of his (new) backstory is falling through a doomskar and landing in the realm of Demons. If this hadn’t happened he would have been primarily blue, secondary red with no real black influence. He would also take more from his mother and the Omenseekers.
Laan: The change that would shape Laan the most would be a shift in his magic. If he manifested true lithomancy, instead of a geomancy that resembles the Vulshok of Mirrodin more than anything. It would have led to him being accepted more by the Kor his father traveled with and he would be White Green instead of Red Green
Except: Remove the memory loss. She would have returned to Ravnica and properly joined either the Selesyna or Simic. Her colors wouldn’t change but her specialty would.
Y’lona: heavily influenced by Excepts presence, if that’s removed then Y’lona would have sparked as a relatively magic free Walker years after her initial spark. Possibly during WAR and it would not have ended well for her.
Zoya: Staying on Mirrodin. Zoya could have possibly stayed and helped the resistance. Not sure how that would have ended as we have not returned to New Phyrexia
Atlan: Sparking after the Khans/Dragons shift. Sparking as part of Ojutai’s clan would vastly impact his world outlook to the point removing his Red influence entirely. His martial prowess would be retained but his impulsive reactions would be drowned by a higher aptitude for study and reason.
Sturn: sparking before the immortal sun left Ixalan. If he hadn’t left the plane during his spark, he would have treated it as a near death experience and gone about life as normal. Haunting the seas and never leaving.
Samuel: Failing his experiment that transferred his feeding source from blood to the essence of spirits. He would still forsake the Dusken clan but would probably try to ally himself with a large clan.
Kitai: Sparking anywhere but Naya. She learned a lot from Elspeth and losing that would shift her depending on where she landed. It wouldn’t shift her White too much but it would change how she views t he ability to planeswalk.
Aseri: Changing her faith in the gods of Theros and fearing her ability to summon Nyxborn. She would still travel and see the multiverse but would hardly use her magic or artistic ability for herself. Instead leaving her mark on others.
Cas: Give the man a home. A place to defend. A shower. He’s got nothing so anything with consistency that isn’t the road would change him by miles.
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gollumni · 5 years
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Alright, so I’ve been a lil busy adjusting back to college life, but here’s a HUGE dump of fanwalkers with me talking a little bit about them.
Da’avas Race: Elf Home plane: Zendikar First PW: New Phyrexia Story: An elf from the Kazandu Splinter, while retrieving a hedron (pre-Eldrazi) he tripped on a root and dropped it, breaking it open and releasing a small eldrazi which attacked him. He was able to kill it, but he devoted the rest of his life to finding and destroying malicious artifacts. On a particularly dangerous mission, he was cornered, when his planeswalker spark ignited, taking him to New Phyrexia, which only strengthened his belief about magical artifacts. He now roams the multiverse, destroying these artifacts, always managing to do the right thing.
Jakas Race: Viashino Home plane: Ravnica First PW: Kaladesh Story: A low-level Izzet inventor, he was working on a Volatile Rig-esque vehicle, when it exploded and triggered his spark. He ended up in the city of Ghirapur, and was nearly arrested for his alien form before a group of Rebels saved him. He then proceeded to work with the Rebels, planning strategic attacks with his amazing (and often destructive) vehicles, feeling for the rebel cause. When the Consulate fell, he went off, traveling throughout the multiverse to try and perfect his craft.
Eccelia Race: Aven (Falcon-headed) Home plane: Amonkhet First PW: Dominaria Story: A vizier on Amonkhet, she prepared Initiates for the Five Trials, most especially the Trials of Solidarity and Knowledge. However, disaster struck, as when the Accounting of the Hours occured, she went into a panic at the surrounding carnage, her spark igniting and taking her to Tolarian Academy. They were able to heal her of the wounds she had sustained, and housed her, during which she discovered the vast expanse of books depicting Dominaria’s history. After enrolling and quickly passing her classes, she now is an instructor, and collects the history of the planes in her own personal library.
Salast Race: Human Home Plane: Alara(Bant) First PW: Tarkir Story: A multi-sigiled knight on Akrasa, he was tasked with driving back Gixis horror to their respective shard. On this mission, he was abandoned by his comrades, and forced to fight the Grixian forces alone. He fought valiantly, but was quickly overwhelmed by them, and his spark ignited, taking him to the Shifting Wastes. For days, he roamed the deserts, trying to find civilization, and once he found a Dromoka outpost he collapsed, immediately being taken in and healed. As he lay in his bed, he came to the conclusion that in order for true partnership to occur, a group must be able to face any obstacles, and disloyalty should be punished to the extreme. Now he planeswalks to areas, forming small communities to spread his teachings and create a true bond, unfettered by status.
Xahn Race: Simic Hybrid (formerly human) Home Plane: Ravnica First PW: Llorwyn/Shadowmoor Story: A broke philosophy major, Xahn was in a desperate need of money in order to pay his bills. After taking multiple odd jobs, he decided to become a test subject for the Simic for some extra cash. During the testing though, he underwent a gruesome transformation, igniting his latent spark and sending him to the cavern of Velis Vel. There, he was surrounded by changelings that took his form, and he became traumatized at becoming a monster. He now travels the multiverse in a search of self discovery, to find who he is and a purpose in life. Sproose Race: Treefolk Home Plane: Llorwyn/Shadowmoor First PW: Ravnica Story: A young Elder treefolk orphan, the nightmares of Shdowmoor frightened them, and they never felt safe. Eventually, their fear becam so great, that their spark ignited, right durning the War of the Spark. Looking up, they saw Vitu-Ghazi as it went and toppled the statue of Nicol Bolas, and immediately bonded with it, thinking that it was their mother. They then went to it, until some Selesnyan clerics found them and took them to a temporary Selesnya camp. Despite being sad that Vitu-Ghazi wasn’t actually their mother, they made friends quickly, and became a fixture that he is an honorary member of the guild. They now go through the multiverse making friends, and helping them out as best as possible.
All these Fanwalkers are now OPEN FOR ASKS!!! : D Thank you so much in advance for your responses, and have a wonderful day! P.S. If you have any suggestions on how I should change/make any of these better, feel free to dm me, thanks.
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what are the other praetors like in terms of statblock?
Note that every praetor's stat block is in progress, and the supplement is also constantly being developed and changed. That said, these are some main points of what I have had and largely used in my own campaign:
Praetors are the ancient dragons of the setting. Their power level reflects this. No praetor (or Atraxa) has a CR lower than 21.
Three of the praetors, Norn, Jin, and Sheoldred, have class types. Cleric, Wizard, and Bard respectively. These three are also the ones with full spellcasting abilities and prepared spell lists. I know that in recent publications D&D has started to move away from this, but the praetors were created long before that change and I prefer the flexibility of them anyway.
All praetors have 3 legendary saves, 3 legendary action options, and 3 lair action options.
Norn
Very strong and very resilient. Not very fast. Doesn't move in combat a huge amount, focuses more on commanding allies and putting down AoE. Unless she wants to hit something really hard with her sword.
Many mechanics focus on mass ally buffs or summoning; she'll probably also have a passive aura of some kind that benefits allies, reminiscent of her +2/+2 / -2/-2 original card
Incorporates the abilities we saw her use in A Garden of Flesh, so she has an aura of shards that do slashing damage that she can dismiss to merge the shards into a very, very large sword.
In general, lots of area effects whether that's auras, buffs, or AoE
Jin
Jin's statblock is a nightmare. His legacy version has Portent (which he never used in PC encounters), but I highly suspect I'll have to cut that for the final version because it's so obnoxious to play against.
So many counterspells.
Similar to Niv-Mizzet in flexibility with spells and ability to regain spell slots as a legendary action.
Surprisingly good mobility, with psychic teleports and the like. His first card did have flash!
A lot of spell control, psychic spells, save control.
Sheoldred
Her mechanic for mounting other creatures is very weird but interesting to design. They combine HP but largely use Sheoldred's own stats (except probably physicals) and any damage goes to the mount's HP first.
Has a reanimation aura, passively raising corpses that die near her into ghouls in 1d4 rounds
She is so incredibly bard.
She can turn into spiders and it's great
Urabrask
I really hate the D&D alignment system. That said, he is Chaotic Good.
Very fast, agile, and good at hiding.
A lot of draconic features, like Frightful Presence and a breath weapon. I've always really enjoyed the dragon parallels Urabrask has.
To be honest he is currently more or less an unusually stealthy Ancient Red Dragon without wings, but I do intend to make him more unique than that.
Thinking of adding minimal spellcasting, since we've seen that he is at least capable of ichor scrying and runic magic, as well as artifice. Probably "innate spells" style instead of the full lists Norn, Jin, and Sheoldred have.
Vorinclex
Very heavy on sheer strength and pure physical damage by hitting things and running over them very hard.
Powerful regeneration, can regain HP a bunch of different ways including digesting enemies. Relatively easy to hit but hard to kill.
Being grappled by him is very dangerous and immediately starts absorbing you.
Of note is that none of the praetors' attacks really deal a significant amount of necrotic damage (with the exception of some of Jin's needles or whatever). This is partly because core-born Phyrexians resist necrotic, and the praetors spend a good amount of time beating up their own people. Also, if you're fighting Elesh Norn, you have bigger problems than phyresis.
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nite0304 · 8 months
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For this spoiler, we got a relatively small one: The Plot hooks from each of the five courts, and for the Wilds, I tried to make each one unique, and each one having a character you could build around to use.
Come get Plane Shift: Eldraine at my patreon!
I also have the Plane Shift: New Phyrexia module, the Psionomicon, the Hemonomicon, and many other smaller projects!
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Original Timeline
On Dominaria/the Material Plane/Midgard, a species called the Thran/Jotunn/Engineers studied elemental magick. There were no differentiation of mana colors at that time; all magick was one and the same. Already by this point in the timeline concepts of good and evil are invalid; the Thran performed very many great and terrible works, and the Engineers seeded life on very many worlds across the galaxy.
A sickness called Phyresis spread throughout the Thran nation. Many people grew sick and died. A mage named Yawgmoth worked towards a cure but wound up becoming corrupted and propagated it instead. The Thran sealed Yawgmoth in an artifical world, where he festered for a very long time.
Far away, the planeswalker Serra/Isis created Serra's Realm, a realm of perfect light. And for awhile, it was good.
The planeswalker Urza/Ugin/Osiris/Orion assaulted Phyrexia, and was strictly beaten. The atmosphere of Phyrexia was absurdly toxic. Urza, reeling, fell from the plane and through the space between worlds, eventually landing in Serra’s Realm. Serra nursed him back to health for five years. He brought concentrated darkness, manifested as a sentient black oil, to a plane that had until that time known only light. The Phyrexians, pursuing Urza, came to Serra’s Realm and utterly mutilated an entire plane of angels. Facing a war he could not win, and not wanting to cede Serra's Realm to the Phyrexians, Urza collapsed the world into a powerstone.
Kerrigan, Terran ghost 24601, was betrayed by Osiris and left behind on the world of Mar Sara/Serra's Realm, where she was kidnapped by Zerg and mutated into Hela, the Queen of Blades. Later, she was decapitated by Jim/Bill/The Man In Black and her head was placed on an artificial body; Bill went on to commit a multitude of atrocities while wearing her face. Captain Marvel is the result. Note that the Captain Marvel in the film Captain Marvel is actually the head of Serra/Kaya, Ghost Assassin/Kerrigan on a mechanical body, while the Captain Marvel in the Avengers: Endgame trailers/Kaya, Orzhov Usurper is Adam wearing her face.
In Chrono Trigger, circa 12,000 BCE, the world was stratified between magick users and the earth-dwellers. Schala/Ninki, Janus/Enki, Queen Zeal, the missing King Zeal/Mammon, the Mammon Machine; interventions by time travelers of the middle era would result in the destruction of the Mammon Machine/Tolarian time machine/amit, which hurled all present into remote corners of time.
Schala was devoured in the amit. Janus was sent into the modern era (2018) as Elon, who traveled back to Zeal to (unsuccessfully) alter the destruction of the Mammon Machine and the ensuing Time Crash.
Schala/Ninki/Serra survived and eventually went on to write a book about why letting Janus persuade her was the worst decision she'd ever made, and also described in detail Janus's death: they had purchased a boat together; he went out fishing one day and never returned. The coast guard eventually found the boat with Janus's clothes folded on the deck.
Urza had been working on a time machine on Tolaria/Zeal/Asgard. The Phyrexians managed to get an agent called {(K'rrick/Billith/Hela)/Jim (Freyr Destructive)} onto Tolaria, and on 2017.01.18, Hela destroyed Tolaria. In a moment of panic, Urza sent back a golem named {Horus/Thor/Karn(Xantcha/Gerrard/Serra)/Lore(Freyr Honorable)} to stop the invasion, destroying the time machine/mammon machine in the process and shattering spacetime.
Over the course of centuries, the Rifts on Dominaria grew and multiplied, pulling in alternate timelines and future and past events. People from eras all over history vanished from their timelines and were pulled into the wreckage of the time crash; e.g. Amelia Earhart, the Philidelphia Experiment. Multiple versions of the same people, e.g. Braids, Dementia Caster and Braids, Conjuror Adept, manifested concurrently in a single timeline. A time mage named {Teferi(Sutekh Honorable)} sacrificed his godhood to seal the rifts (possibly resulting in his entombment which led to him becoming Bolas-Yawgmoth; hard to say at this point).
Schala/Eris/Discord/Dis of the Vanir, me, hi., her erasure from existence, the golden apple, Paris presiding over alloting it to Hera, Aphrodite, or Athena; the goddesses' bribes, Paris(Probably Ravana) (possibly in his recurrent incarnation as the Prophet) taking Aphrodite's option and selecting Helen of Troy/Hela/Isis/Ninki/(Probably Sita) (possibly for the express purpose of using her as fuel), the entire Trojan War/Time War.
The Phyrexians could not return to Dominaria, but over the millennia found ways to influence other worlds remotely. They created another artificial plane, called Rath, and filled it with a substance called flowstone, which expanded outward from the stronghold that formed it. Rath was placed close to Dominaria/Midgard, and over time overlaid the terrain, resulting in a single continuous plain.
Phyrexia (Mirrodin/Asgard) invaded Dominaria (Vanaheim). 99% of the world’s inhabitants died. Urza and Bolas/Yawgmoth had both been preparing for the invasion for thousands of years; Urza managed to destroy Phyrexia and kill Yawgmoth. Urza himself was killed when he fell in love with the pinnacle of Yawgmoth’s creations, a sanctum of metallic, artificial life in imitation of natural life. He was decapitated by the ubermench he had engineered over those thousands of years to destroy the world which he subsequently fell in love with.
At some point, the Library of Alexandria was burned down by St. Cyril, and Hypatia (me, hi) was skinned alive, raped, and dismembered;
After the Dominarian apocalypse, Karn became fused with the Phyrexian heart of Xantcha, the powerstone eyes of Urza, the genetic matrix of Gerrard, and the Barque of Millions of Years/The Weatherlight, a skyship powered by the powerstone that contained <the collapsed plane of Serra's Realm/Schala in the amit>. He went on to create an artificial plane called Argentum, which became corrupted by Phyrexian oil, seeded with life by its caretaker Memnarch, renamed to Mirrodin, and eventually mutated into New Phyrexia.
At some point Aku from the destroyed timeline came to Midgard and built a planar portal to go back to Thran Dominaria/Krypton, there was a battle with Superman/Adam, and as the comics tell it, Kara Zor-el, while fighting Aku, triggered the portal and sent Aku back to Krypton with the sickness he was carrying, causing the Phyresis event in a closed loop in time.
There were the events of Evangelion, where Adam and <listed as Lilith? Yet Nin Lil and Nin Ki are differentiated as deities> go back in time 4 billion years, etc etc, where they set up a base in order to manipulate the events of history; Adam was Elon and <Lilith?Eve was Nin Ki>, who he put into an amit on 2018.02.06.1545 which was used to power the time machine.
In Chrono Cross, two timelines diverge: One where Lavos ([La Vos/Big Fire]--Schala/Enki--Ninki) wiped out the dinosaurs (Vanir) in the First Impact and mammals (Aesir) came to inherit the material plane and build Chronopolis (Atlantis); and another, presumably the original, where the Vanir created a temporal complex called Dinopolis (Lemuria).
YorHa, apparently equivalent to Dinopolis, remains in the original timeline to present day, 11945 (After Epoch)/ 11947/2019;
Alternate Timeline
On Tarkir, Sarkhan Vol altered history such that a battle between Orion-Urza and Amun-Bolas that had been won by Urza had instead been won by Bolas. This resulted in an extinct species of dragons (the Vanir) that had been wiped out in the First Impact being restored to life, as well as the current mythos where Set destroyed Osiris and scattered his parts across the blind eternities.
At some point, Hermes(Prophet) gambled with Khonsu(Moon God) for five days worth of Time, so that Nut could bear Five Children: Osiris, Isis, Nephthys, Sutekh, and Horus; doing so stretched the planet's orbital period from 360 days to 365 days, causing it to deviate from and cutting it off from the Prime timeline; the reason this arbiter was 85 years late in arriving to oversee the procession of the zodiac was because Sol-3 was not where it was supposed to be when it arrived.
The First Impact was the collision of a giant spherical object, designated the Black Moon, into Earth approximately 4 billion years ago. As a result of the impact, huge amounts of debris, including the Black Moon's rocky exterior, were thrown into orbit, eventually coalescing into Earth's satellite, the Moon. The core of the Black Moon and the Seed of Life Lilith contained within it remained intact, although Lilith's Spear of Longinus was somehow lost or destroyed during the collision.
In the Doctor Who mythos, the Doctor is Enki; the Time Lords are either the Aesir or the Jotunn; the Daleks are either the Vanir or the Jotunn, and are definitely the Phyrexians.
The Second Impact is a cataclysm which followed the "Contact Experiment" conducted on Adam in the South Pole on 2000.09.13. The awakened and injured Angel created a strong Anti A.T. Field which caused an explosion that melted the Antarctic ice cap and caused a shift of Earth's axis; climate changes and gigantic floods followed.
The biblical Flood occurred in 9900 BCE, where all the civilizations on Sol-3 were wiped out. Flood references in Halo and Mass Effect, both made by Ea, state that all life in the galaxy was destroyed. The Flood was plotted by Anu, Enlil, Ninurta, Ennugi, and Enki-Elon-Tesla. Enki warned Atrahasis/Utnapishtim/Noah, who built an ark, known in the Egyptian coffin texts as the Barque of Millions of Years, and filled it with the Ogdoad.
Amun-Bolas showed up, entombed three of the Ogdoad, brainwashed the remaining five, killed all the adults, and raised a plane of super-soldiers like crops. He left the plane he called Amonkhet, promising a fateful return when glory and light would come to the honored warriors. Instead, he killed everyone (i.e. Flood event).
Amun-Bolas took the army to Ravnica, which is equivalent to Coruscant of the Star Wars mythos; the War of the Spark on Ravnica is currently underway.
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abzanascendancy · 6 years
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Plane Shift: Dominaria
Huzzah! I thought we weren’t getting it what with them making a whole book for Ravnica, but they did! Oh wondrous day! Let’s take a look...
Introduction
Aye, confirming what I already guessed, but Guildmaster’s Guide to Ravnica is Plane Shift Ravnica. Kinda sucks, but oh well. I have big plans for a Rakdos character... but back to Dominaria.
Also casual promotion for the Art of Magic: the Gathering -- Dominaria. And now we know how to format the title of that -- with a dash!
Ooh, ten regions of the world, two for each color pair... where have I heard that before... I was just talking about it two bullet points ago...
Hold up. WHAT? You’re omitting Urborg? After you gave us those adorable little spirit things and YARGLE??? How dare you.
...oh and they’re omitting Shiv and Yavimaya. So if you wanted to have a B, R, or G character, slim pickings. Does James Wyatt have something against Jund?
It’s because Jund is into vore, isn’t it?
The Domains
Not to be confused with Domain, which looks for basic land types you control.
Aerona probably was  Ærona before Kaladesh.
Benalia focuses on trade and military.
Old-growth forests? Like... how old? This plane’s been through a dozen apocalypses, and I doubt that any part of the plane escaped one of them, so it can’t be as old as all that...
I like how they’ve specified that it’s Belzenlok’s Caba. “Oh that’s Belzenlok’s Cabal. I’m with the original Cabal, back before the Mending. I’m a real cultist.”
Oh shit that’s right! Merfolk have tails in Dominaria! Please tell me we get to play merfolk with tails!
I can just imagine a group of land-based pirates, raiding ships from the coastline since Benalish ships can’t go in Vodalian seas. It tickles my fancy.
u n h i n d e r e d
The red iron mountains, not to be confused with the cold iron mountains, the wrought-iron mountains, nor the oxida mountains. Which is a good a time as any to remind you that New Phyrexia--
Crookshank kobolds... I thought they belonged to Prossh.
Ah, so they call the Time Spiral block the Rift Years. Neat!
But are there still minotaurs in Hurloon?
Ah, so Benalia and Keld are not at war per say, but they have frequent skirmishes.
I don’t recall hearing about Orvada, and now I want to learn more about it. To the wiki!
They told me bugger all about it.
Seven Pillars of Benalia
These are sort of like archetypes, and give you an idea/starting point to create your characters. But as always, you can make your own. They’re more like guidelines.
Usually Lawful? Often good? That’s a pretty flexible definition there...
I don’t know what House Tarmula or House Deniz are, so we may see them later in the book. A wiser, more learned vorthos than me probably has the answer.
Huh. They didn't’ give suggested domains to Clerics. Well my suggestions are Grave, Life, Light, and potentially War. If you go with Light, bonus points if you utilize stained glass armor.
A Battlemaster Fighter would do well from a noble house, but otherwise you do you.
Oh of course Paladins are part of the heroes of Benalia, as if that’s a spoiler.
Really? Rangers. I didn’t expect that, but maybe I just have a mindset of what a ranger is supposed to be, and need to expand that definition.
I’m not liking that first Ideal listed there. Nope, not at all.
Oh and speaking of Protection as an ideal, there is an Unearthed Arcana with Protection as a cleric domain. Btw.
A long despair? Honey, there’s just been so many despairs they all kinda just blur together. Dragons, Urza, Phyrexia, Urza, Mirari (#WhereIsTheMirari), Urza, Time Rifts, Urza, Urza...
I’ll be honest, I read ideal 5 in Zuko’s voice.
If your ‘walker is from Amonkhet and was devoted to Oketra, they’ll be right at home with the Heroes of Benalia, ideal 6!
What are the Seven Great Houses? To the wiki!
Houses Capashen, Avenant (sounds Innistradian to me), Croger, Rosecot, Tarmula, Deniz (the menace), and Joryev.
Wait, we’re putting races here? But that means... with no Yavimaya... there’s no chance for... ARE YOU DENYING ME MY THALLID RACE???
Huh, no subspecies for Aven. Which is really odd, considering they made a big fuss in Plane Shift Ixalan about making the older versions have subraces.
Actually it just looks like an exact copy of Hawk-Headed Aven from Plane Shift Amonkhet. Well if it ain’t broke, don't fix it! Seriously give a Hawk-Headed Aven a longbow and you can shoot any square on the map it’s obscene.
Ooh, quests! I think this is a first! We got treasures in Ixalan (because of course we did), but now we have quests!
4     A wrecked Phyrexian portal-ship, long overgrown by nature.
R̶͎̿̑e̴̤̠͝ș̸̩̍̆t̷̳̊o̴̢͒̂r̴͉͒e̸̩̳̍̂ ̴̠͋̈́t̸̹̏͜h̴̦̪̃͆e̶͔͌͝ ̷̧̩̈́̎p̷̧̹̌o̸̮̓ṛ̵̠̌ţ̸̃͝a̷͙̯̽̑ḻ̷͌̎-̴͈̬̔s̷̻̋̕ͅȟ̷̗̜ȋ̸̧̳p̴̩̓̂
Agree wholeheartedly with the Benalish Villains quote. Here:
When evil arises in the realm of Benalia, it often takes the form of that most dangerous of villains: the kind that believe themselves to be righteous and good.
That is the most despicable kind of villain.
Church of Serra
I feel like we’re double-dipping here. Ain’t this already part of Benalia? Like, right over it?
And again, we’re just repeating races. Couldn’t we have lumped this together and, oh I dunno, INCLUDED A THALLID RACE?
Oh wow, the Song of All Cantos are included under Ideals! That’s a really neat touch!
5     A lesser angel has become a close friend and confidante to me.
I ship this. If only there were male angels on Dominaria...
I was looking through celestial creatures for a campaign I’m running, and I noticed a distinct lack of celestial monster stats. Which, good on ya, making sure religious extremists don’t label D&D as satanism again, but still, I’d like to see some more variety with angels like we have with demons and devils. Otherwise it’s just, “Angel? Use a Deva.”
Tolarian Academies
I feel like they should’ve changed the subheader text to blue instead of keeping it yellow.
Everyone’s a wizard my ass. Sorcerers can join too, looking for a way to hone their innate magic. Warlocks can join in order to augment their pact magic, or find a way to get out of it. Druids... nevermind. With what Urza did there, the only reason a druid is stepping foot into a Tolarian academy is to naturalize it to the motherf*cking ground.
6     Self-Improvement. Like Urza’s brother Mishra, I believe that the improvement of the body through genetic and artificial modification leads to the general improvement of humanity.
MISHRA IS STILL REMEMBERED YES THANK YOU! Okay I’m not entirely sure that was Mishra’s choice, more like Phyrexia’s influence, but he’s still remembered!
2     I bought a cheap curio from a secondhand store, and I was expelled when it caused a magical accident.
“So Elric, what did you bring to show and tell?” “I brought this old-looking urn and -- whoops!” *Golgothian Sylex Blast*
6     I believe that my genetic makeup was manipulated for some unknown purpose.
P̴̧̤̈́̕h̴̫̹̒y̷̖̰̅̐ŕ̵̢̓e̶͚͗̄x̸̔͠ͅi̵̯͋̚ä̸̺
Or someone trying to restore Urza’s Bloodlines project, I suppose.
Phyrexian transformation? Forbidden? Gee, I wonder why!
Huh, so Orvada has its own Academy. Wish we knew more about it.
If the ruin is underwater, it belongs to the merfolk. Period. End of discussion.
Merfolk of Vodalia
Yes! Finally! We get our tailed merfolk... wait a minute... why’s it jumping straight to the quests section? What about my merfolk race??? YOU’RE ALREADY TAKING THALLIDS FROM ME DON’T TAKE MY MERFOLK TOO!!!
There was such good potential as well, like the Eliterate colony of merfolk! They could take their vow of taking lives a step further and actively help to save them!
8     A wizard seeks the Golgothian Sylex—the artifact that destroyed the island of Argoth and launched the ice age—in hopes of destroying all land on Dominaria.
Too late my dude. A depressed robot took it with him to Ravnica before the tries to destroy New Phyrexia.
I mean... at least they give us stats for Homarids? Even if they’re not a playable race? I guess...?
Belzenlok’s Cabal™ 
The Stronghold is a mile high. So if you wanna join the mile high club and don’t like flying...
Bring back the old Cabal with its Pit Fights! #BringBackTheOldCabal
Other sites: A mystical library! A Phyrexian ruin! Cabal sites: An abandoned mine shaft.
Dementia magic used to be manipulating your own nightmares. Now just manipulate nightmares. Efficient to be sure, but less interesting.
So hang on, let me get this straight... if you’re a wight, you’re riding an undead horse... but instead of the horse statistics you use zombie stats... I’m sorry but I can’t unsee a zombie giving a wight a piggyback ride into battle.
Oh neat, they get their own demonic boons!
Warriors of Keld
So thus far, the only people who can be adventurers are Benalians, Serrans, and Keldons.
Usually Chaotic? Honey, there ain’t no usually when you’re chaotic. But wait then that means they’re lawful in that they’re sticking to a pattern...?
I want to play a Keldon bard who just yells spells at people.
4     My favorite weapon is one I forged from the broken weapons of my enemies.
And the Hardcore Award goes to...!
Ooh, human Keldons have their own stats!
Strength and Con, naturally.
Proficiency in Athletics, not bad.
Proficiency in Strength Saving Throws? Ooh, that could be useful to make up for a Wizard’s poor Strength skill!
Naturally adapted to cold climates is alright I guess...
From the foot of the Keldons’ sacred Mountain, to the peak of the Keldons’ sacred Mountain. Such diverse sites!
Elves of Llanowar
Oh shit I forgot about Llanowar! Maybe we’ll get Thallids after all!
Wood elves. Ain’t no high elves here. These woods are drug-free.
Oh neat we can get stats for Kavu as well! Can they serve as mounts for Summon Steed?
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I have to say, color me disappointed. First, we leave out Urborg, Shiv, and Yavimaya -- y’know, WHERE A GOOD CHUNK OF THE DOMINARIA STORY TOOK PLACE. Second despite the myriad races in Dominaria -- minotaurs, merfolk, goblins, minotaurs, viashino, centaurs, elementals, catfolk, THALLIDS, we don’t get a race page for any of them. Given the diverse cast of the Weatherlight, this is a real disconnect. Hell, you can include an alternative subrace for aasimar and say it’s an angel accompanying the party, or have vampiric curse stats for a player who’s trying to fight it off! There was just so much rich history, so much material that they didn’t use -- not just from the whole history of the plane, but from the Dominaria set itself!
I just... it’s dissapointing. I was expecting so much, but there was just this. I’m just sad and upset.
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loreleywrites · 6 years
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Any advice for someone making a fan plane? I'm working on one with heavy Red elements because that is one of two of my favorite colors. Very passionate people regardless of color alignment, constant power shifts, and technology level varies wildly with the most powerful artifacts having been god made.
An important thing to understand about worldbuilding is that a plane is more than its people. Much of what your people are going to be about will be rooted in geography and ecology (I wrote about the latter already.) Think about their relationships with the land and plants and animals and how they eat and where they find natural resources and what their homes are made out of and how far they travel and how they get places. Those things are all related.
As for a world that leans towards a single color (such as New Phyrexia), consider how the other four colors relate to the color with more thematic weight. In a Red-dominated world, examining Red’s relationships with other colors will help identify where those colors need to be pushed to feel the flavor bleeds from Red.
For example, Red and White tend to be the army color that focus on small creatures and offense over defense. So this might be a world where White is more aggressive than passive, choosing to be proactive about its quest for peace through war and evangelism. Black might lean towards its hedonistic side rather than its scheming side. Stuff like that.
Good luck!
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