Pages

Popular Posts

Showing posts with label flavor. Show all posts
Showing posts with label flavor. Show all posts

9.26.2017

Ixalan Merfolk

~
Happy Tuesday MTG peeps,

A small number of Magic: the Gathering players we've be talking to have their focused on building standard decklists with Merfolk next week when the newest set, Ixalan is finally available in gaming stores.  Although there may not be very strong support to entice players to build with this (Allied color check lands, no clear traditional tribal lord), there is just enough incentive to give this a try.  Some brief examples - 

Deeproot Waters - a 2U enchantment which generates a 1/1 blue merfolk creature token with hexproof whenever you cast a merfolk spell.

Kopala, Warden of Waves - 1UU legendary merfolk which forces your opponents to pay 2 more should they paint a target on one of your merfolk.

Herald of Secret Streams - 3U merfolk warrior which grants an lovely unblockable abilities for your creatures with a +1/+1 counter on them.

Overflowing Insight, illus. Lucas Graciano

Other creatures from the two previous blocks not rotating out of standard may also assist - namely Metallic Mimic (to assist in getting those +1/+1 counters on), as well as Rishar, Peema Renegade (also brings +1/+1 counters to the party).

Although it is entirely too early to determine the success of a Blue / Green Merfolk build, it has given us enough promise of potential to forge ahead upstream with a list for the first few weeks of standard.  

Half of our enjoyment is contemplating and brewing up strategies, the other half is all about the storyline and flavour, which brings us to our next point - We have not had any mention of merfolk in the first three Magic Stories so far.  We do expect that this is to be corrected however, as soon as tomorrow's scheduled story, as River's Rebuke one of five Ixalan Story Spotlight cards.  This card's flavour text here - 
Carefully following the thaumatic compass Bolas had given her, Vraska blundered straight into the River Heralds' trap.
Updated with today's Magic Story 'The Shapers'.

For now however, we want to summarise a bit of Ixalan Fish Flavour for other merfolk fans.  As we all know, Merfolk is a creature type for a race of aquatic humanoids, and although this race is centered on the color blue, they have also shown up in white in Lorwyn, black in Shadowmoor and now green in Ixalan.  In fact, some Merfolk River Heralds of Ixalan are actually mono-green.

The Merfolk of Ixalan used to rule much of the continent of Ixalan, but their empire was eclipsed by the Sun Empire of the dino-riding humans.  Of the approximately 21 Merfolk, the following subtypes have creature cards -
scout (2), 
warrior (8) but also 
shaman (7) and 
wizard too (7). 


Presently the Ixalan merfolk live a nomadic existence within the dense jungle.   These Merfolk have a deep spiritual connection to nature, specifically the water and jungle are are able to 'shape' / animate and control both water and vegetation.  Central to Merfolk spirituality is the Great River, Primal Wellspring and the Deeproot Tree.

The merfolk of Ixalan are colorful and bright like tropical freshwater fish, and they use and wear jade jewelry, weapons and armor.  There is an indication that jade may be embued with magic.

There are Nine Tributaries and Nine Merfolk Tribes, each led by a master Shaper, who take their name from the river as well as some of the characteristics of that waterway.

Watertrap Weaver, illus. Josu Hernaiz

From the Magic Story (The Shapers) we know that most Merfolk believe it is their duty to keep the golden city of Orazca and the Immortal Sun hidden from trespassers, although there is some dissension.  

For now, here are a number of named Mefolk in Ixalan -


• Tishana, Voice of Thunder - the oldest among Merfolk Shapers who had instructed Kopala and other Shapers.

• Kumena - a Merfolk Shaper.  He is perhaps the most powerful among the nine Shapers, second only to Tishana.  He believes the only way to keep his enemies at bay is to use the Immortal Sun relic.

• Kopala, Warden of Waves - the youngest among the Merfolk Shapers.

Other Merfolk Shapers
• Falani - nothing yet known.
• Pashona - a Shaper with ability of foresight / future.
• Tuvasa - a Shaper with ability to control air / flight.

~

6.15.2016

MTG Story Wednesday

~
Happy Wednesday MTG peeps,

As it seems to have become our habit each Wednesday, we here at MTG Realm turn our attention from the regular round-up of Magic: the Gathering news and other frivolities to the new Magic Story posted on the mothersite.  Last week's story was 'The Archmage of Goldnight' and a intriguing background on Arlinn Kord, the newest double-sided Planeswalker.  We will sheepishly admit that we are still uncertain as to how this human actually became a lycan.

Anywhoos, today's story by kelly Digges' article 'Stone and Blood', details the falling out of Nahiri, the Zendikar Kor Planeswalker with Sorin Markov, the Vampire Planeswalker of Innistrad.  


The story was pretty damn awesome.  Very tense reunion of the two (former) friends, resulting confrontation and the consequences.  Long story short, Sorin is a moody elitist, Zendikar suffered in Nahiri's absence and now the stage is set for the devastation of Markov Manor and it's vampire residents which was shown to us when the Shadows Over Innistrad teasers started.

Kelly Digges delivered big in his description of Nahiri's imprisonment within the Helvault.  We were sort of expecting a tea room crammed with demons and other devilry all moaning how much it sucks that there were stuck, made even more awkward when Griselbrand and Avacyn join the party.  Instead, Kelly perfectly describes a void of infinite blackness where one's somatic presence appears to be absent.  A horrifying confinement of a mind or essence until the Helvault is destroyed by Thalia, tricked into this by the Planeswalker Liana Vess who had business with one of the imprisoned demons.

Scooch on over to the Wizards of the Coast Magic Story installment and catch the latest game flavour.


~

3.22.2016

Shadows Over Innistrad Previews 3-22

~
Happy Tuesday MTG peeps,

Hey Planeswalkers !  Did you drop by for some Shadows Over Innistrad spoilers and previews ?  Good, we've rounded them up here and will be on the look out for moar.  Here is the offerings for your review today -


Goldnight Castigator, 2RR
Creature - Angel, Mythic Rare
Flying, haste
If a source would deal damage to you, it deals double that damage to you instead.
If a source would deal damage to Goldnight Castigator, it deals double that damage to Goldnight Castigator instead.
4/9

Mothersite preview.  This is the evil twin to Gisela, Blade of Goldnight.  Likely a decent sideboard against control or perhaps (stretching it a bit) an 'all-in' aggro strategy.  If you are going for the latter and do not want to feel the sting of the serious down-side of this, we suggest pairing with Assault Formation, so we can get the Castigator starting a very fast clock with 9 evasive damage.
~



Hanweir Militia Captain, 1W
Creature - Human Soldier, Rare
At the beginning of your upkeep, if you control four or more creatures, transform Hanweird Militia Captain.
2/2
//
Westvale Cult Leader
Creature - Human Cleric
Westvale Cult Leader's power and toughness are each equal to the number of creatures you control.
At the beginning of your end step, put a 1/1 white and black Human Cleric creature token onto the battlefield.
*/*

ARS Technica UK preview.  Solid flavour here.  This appears to be able to flip reasonably quickly, especially going with red / white human (tribal) with the likes of Pia and Kiran Nalaar in standard.  We love us some token generators.
~


Triskaidekaphobia, 3B
Enchantment, Rare
At the beginning of your upkeep, choose one -
• Each player with exactly 13 life loses the game, then each player gains 1 life.
• Each player with exactly 13 life loses the game, then each player loses 1 life.

LoadingReadyRun preview.  This fear is the extreme superstition regarding the number thirteen and this card demonstrates why.  We have a soft spot for alternate win conditions.  If you are serious about playing this, tread carefully - otherwise a totally mad-crazy-fun card.  By the way - how many things of '13' can you find in the card art? :)
~


Fevered Visions, 1UR
Enchantment, Rare
At the beginning of each player's end step, that player draws a card. If that player is your opponent and has four or more cards in hand, Fevered Visions deals 2 damage to him or her.

BrainStormBrewery preview.  If you are a fan of the tall stacks, we suggest dropping this into your 99 along with Nekusar, the Mindrazer as Commander / General.
~


Avacyn's Judgment, 1R
Sorcery, Rare
Madness XR (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Avacyn's Judgment deals 2 damage divided as you choose among any number of target creatures and/or players. If Avacyn's Judgment's madness cost was paid, it deals X damage divided as you choose among those creatures and/or players instead.

Mothersite preview.  Nice burn spell but will likely see only the sideboard against tokens perhaps.  As for the art - it looks like Tamiyo is helping Jace out of a tight spot.
~

Other non-rare Shadows Over Innistrad previews out today include -
• Angelic Purge • Nahiri's Machinations
• Stonewing Antagonizer
• Thraben Gargoyle

~

12.10.2014

Fate Reforged Vorthos

~
Happy Wednesday MTG peeps,

The much anticipated installment on Uncharted Realms was posted to the mothersite today.  During the MTG Panel at PAX Australia in Melbourne early in November, WotC staffer and Director of R&D Aaron Forsythe had previed one of the first cards from the next Magic: the Gathering set, Fate Reforged.

The card, Crux of Fate, is an interesting conditional board sweeper and when we first saw the preview, we immediately put it on our pre-order list from MTG Mint Card.  Given the interesting rules text, it makes one think just how many dragons should we expect in Fate Reforged.  Furthermore, the card had some very intriguing flavour text;
"Ugin's whispered summons led Sarkhan Vol to the moment that would echo down the centuries and seal Tarkir's fate: The primal battle between Ugin and Nicol Bolas."

Anywhoos, we strongly suggest you pop on over to the motersite's Uncharted Realms post to read the short story 'Journey to the Nexus' by Jennifer Clarke-Wilkes, who is a senior editor and author for WotC.  We're suggesting that you read the article now as we want to yatter a bit about it now and how the whole time travel thingy opens up to set the environment in Fate Reforged.

In the story, Sarkhan Vol (Sarkhan, the Dragonspeaker) appears somewhat at wit's end wandering the wilds of Tarkir where he was 'summoned' by Ugin, the Spirit Dragon.  Sarkhan finds this Plane of Existence devoid of any dragon who have been hunted to extinction.  What he finds is that the Clans of Tarkir, once united against the dragons have now turned on eachother.  Sarkhan wanders madly and muttering to himself in the wilds until he meets Narset, the Jeskai Clan Leader who herself is wandering in search of wisdom prompted by a vision of a Kirin, a magic creature and harbinger of change.

The two head to the Qal Sisma mountain range to find the resting place of Ugin's bones where he fell in battle against the elder dragon Nicol Bolas.  Near the bones is something of a temporal gateway where death comes to most to venture in or near it.  Sarkhan however does have a talisman - a shard of rock with a partial inscription bearing the words of Ugin whom Narset beleives may convey Sarkhave safely through the nexus.  

A very good read which gets us most definitely looking forward to the next set, Fate Reforged.
~

11.25.2014

Lamma Wut

~
Happy Tuesday MTG peeps,

Today, we are writing up a bit of a creature spot-light focused on the mysterious Lammasu.  There have only been two cards ever printed with this creature subtype, and while we have Venerable Lammasu from Khans of Tarkir, we need to order Hunted Lammasu printed in Ravnica: City of Guilds from MTG Mint Card just so we can complete our Lammasu nature preserve.

Anywhoos, in 'the real world', the lamassu is a celestial being from Mesopotamian mythology. Human above the waist and a bull below the waist, it also has the horns and the ears of a bull. It appears frequently in Mesopotamian art, sometimes with wings. The lamassu and shedu were household protective spirits of the common Babylonian people, becoming associated later as royal protectors, were placed as sentinels at the entrances.


As for the world of RPG, the lammasu was introduced into Dungeons & Dragons in 1975 and appears in the first edition Monster Manual.  A type of celestial, half-dragon lammasu known as a golden protector is also described in the Monster Manual. They are the offspring of a celestial lammasu and a gold dragon and live in the material plane where they combat evil. Their draconic heritage lets them breathe fire.


In Magic: the Gathering, the lammasu is an odd hybrid-looking creature type with the bodies of cows, a bird's wings and a human face with horns, based on the mesopotamian creatures of the same name similar in appearence. To date, only two lammasu have been printed and both have been associated with white mana.


In Ravnica, lammasu are said to have once ruled the open grasslands of the plane before the arrival of the urban sprawl that is Ravnica. Only a few remain alive today, flying in its skies while being hunted by an unknown rival race. Since these are only represented by the Ravnica: City of Guilds card Hunted Lammasu, and do not feature in Return to Ravnica, it is most likely that they are completely extinct.


In Tarkir, the lammasu are enigmatic nomads, soaring high above the land across all seasons. None know of their true purpose, but they arrive frequently in turning points of history.

Suggested reading - pop on over to Doug Beyer's 'A Voice for Vorthos' over here.
~

5.29.2014

The Plane of Fiora

~
Happy Thursday MTG peeps,

For today's post, we want to settle in and do a bit of exploration of Magic: the Gathering's newly revealed Plane of Fiora.  We here at MTG Realm love the flavorful storyline of each new block just as much as the individual cards which populate each set within that block.  In this game, a thematic storyline is presented against the backdrop of the Multiverse which is composed of an almost infinite number of different Planes of existence.  Each Plane is a succint individual world or limited number of worlds each potentially occupied by a civilization or populace, a terrain, and just about anything else one could expect the Wizards of the Coast team to create in a world-building exercise.


Paliano, the High City, illustrated by Adam Paquette

The most recent revelation of the Plane of Fiora is today's topic.  This is the environment in which the soon to be released set of Conspiracy is to take place.  From a number of articles the Magic Creative Team has published or hints within the cards previewed so far (here, here and here), we can get a sense of the environment created here.  From the Magic: the Gathering comic book stories provided by IDW Publishing we learn that Fiora is the birthplace of the Planeswalker Dack Fayden (art here illustrated by Eric Deschamps)

Marchesa's Infiltrator, illustrated by Lucas Graciano
 

The card art so far revealed shows a world whose buildings and fashion which appears to be similar to that of the Italian Renaissance. We are really liking the arts so far and want to have just about every card from MTG Mint Card if we can.  Furthermore, we now have an idea of some of the more important geographical or points of interest on this plane - namely;

• The High City of Paliano
• The Lowlands, the Lower City of Paliano
• The Corru River which flows through the Lower City
• Talon, a neighbouring settlement
• Drakeston, now a ghost town
 
Here's some text from the mothersite to help color in this world -
Far from Theros, on the plane of Fiora, the High City of Paliano is home to countless intrigues and plots. The high lords of the city vie for supremacy. Move is met with countermove, and trust with betrayal, all under the auspices of the immortal King Eternal. But the king was a living man, once, and a friend to the elf explorer Selvala... 
Marchesa, the Black Rose, illustrated by Matt Stewart
~

12.16.2013

Elspeth

~
Happy Monday MTG peeps,

For today's article on MTG Realm, we are digging through the storyline of Elspeth, one of the favourite white aligned planeswalkers for many Magic: the Gathering players.  Personally we have at least two copies of each printing so we have to admit we are fans as well - a few from lucky booster pack pulls and the rest as singles from MTG Mint Card.  Perhaps one reason is that the one common aspect of each of the three printings is the ability to create soldier creature tokens.  Anywhoos - let's have a look at this card's background / vorthos now . .





A planeswalker and skilled knight, Elspeth wants nothing more than to sheathe her sword for the last time and find a plane to call home. Violence and destruction have a tendency to follow her, and she is constantly driven to take up arms and wield her defensive magic in the service of those who need her protection.




Elspeth was born on an unknown plane dominated by Phyrexians. Her life immediately prior to her ascension was spent as a prisoner along with many other beings, locked tightly away and tortured.  Her 'spark' ignited and she planeswalked away to the fractured plane of Alara and settled on Bant.


In Bant, Elspeth found everything that was missing from her life: community, love, and most importantly peace. She settled in the nation of Valeron and at 17 she began her training as a squire. In a short 3 years she was knighted, younger than almost anyone. Her fellow knights had no knowledge of her ability to planeswalk or of her origins, she kept the nature her origin and abilities secret and allayed any question concerning her birthplace, only admitting to not being from Valeron. She had become close to her squire Aran who fell in battle against incursionists from Grixis.  Elspeth is now suspected to be more than she is after using her magic.  She planeswalks away to self-imposed exile to Urborg where she fights in gladiator games.

Elspeth, Knight-Errant 2WW
Planeswalker — Elspeth, Mythic Rare, Shards of Alara
+1: Put a 1/1 white Soldier creature token onto the battlefield.
+1: Target creature gets +3/+3 and gains flying until end of turn.
-8: You get an emblem with "Artifacts, creatures, enchantments, and lands you control have indestructible."
Loyalty: 4

The planeswalker Koth and Venser persuade Elspeth to travel to the plane of Mirrodin where they discover the Vault of Whispers, where they witnessed the emergence of a Phyrexian army that was invading the surface.   Phyrexian forces commanded by the praetor Elesh Norn surround Elspeth and Koth.  Elspeth is injured and planeswalks to Theros.


Elspeth Tirel 3WW
Planeswalker — Elspeth, Mythic Rare, Scars of Mirrodin
+2: You gain 1 life for each creature you control.
-2: Put three 1/1 white Soldier creature tokens onto the battlefield.
-5: Destroy all other permanents except for lands and tokens.
Loyalty: 4

 
Elspeth came to Theros from a war-ravaged plane, hoping to find the one thing that has eluded her—peace. Under the watchful protection of gods, she hoped that Theros would not be in need of guardians like her. But when she arrived, Elspeth was quickly identified as an outsider with powers and skills that further distanced her from the natives of Theros. In the wilderness between two city-states, Elspeth was attacked by a monstrous hydra, which had been responsible for the deaths of countless warriors. Elspeth engaged the hydra alone and, after a bitter fight, emerged triumphant. Afterward, she wanted nothing more than to fade into anonymity.


Elspeth, Sun's Champion 4WW
Planeswalker — Elspeth, Mythic Rare, Theros
+1: Put three 1/1 white Soldier creature tokens onto the battlefield.
-3: Destroy all creatures with power 4 or greater.
-7: You get an emblem with "Creatures you control get +2/+2 and have flying."
Loyalty: 4

~