The rootwater became stone in the overlay. So... There were no survivors.
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At twilight's end, the shadow's crossed / a new world birthed, the elder lost. Yet on the morn we wake to find / that mem'ry left so far behind. To deafened ears we ask, unseen / "Which is life and which the dream?"
That is very sad. The Rootwater Merfolk had some really nice racial designs as far as merfolk go.
EDIT: But I guess there might be hope as being dead didn't stop other races that didn't survive the overlay....
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magicpablo666 wrote:
You fell victim to one of the classic blunders - The most famous of which is "never get involved in an thread with GM_Champion" - but only slightly less well-known is this: "Never go in against AzureShade when card design is on the line!"
Joined: Nov 15, 2013 Posts: 2388 Location: Roaming Dominaria
The Rootwater merfolk looked pretty cool, yeah, a bit like the merfolk from Shadowmoor. Do we know if they were mutated by Volrath or did they always look like that?
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"Enchant me with your tale-telling. Tell about Tree, Grass, River, and Wind. Tell why Truth must fight with Falsehood, and why Truth will always win." —Love Song of Night and Day
Joined: Sep 25, 2013 Posts: 14141 Location: Kamloops, BC
Identity: Male
Weren't the MErcadian merfolk from Zendikar? On the one hand I thought Ramos only brought people over from Dominaria. On the other hand, I remember reading something about how coming from Zendikar was supposed to explain why the Mercadian merfolk had legs.
*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play
Weren't the MErcadian merfolk from Zendikar? On the one hand I thought Ramos only brought people over from Dominaria. On the other hand, I remember reading something about how coming from Zendikar was supposed to explain why the Mercadian merfolk had legs.
Zendikar didn't exist then. It's poor form to try to connect such things with that much tune between them. Even then, the Saprazzan merfolk could switch between legs and fins, the same as Otarian merfolk.
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At twilight's end, the shadow's crossed / a new world birthed, the elder lost. Yet on the morn we wake to find / that mem'ry left so far behind. To deafened ears we ask, unseen / "Which is life and which the dream?"
Weren't the MErcadian merfolk from Zendikar? On the one hand I thought Ramos only brought people over from Dominaria. On the other hand, I remember reading something about how coming from Zendikar was supposed to explain why the Mercadian merfolk had legs.
Zendikar didn't exist then. It's poor form to try to connect such things with that much tune between them. Even then, the Saprazzan merfolk could switch between legs and fins, the same as Otarian merfolk.
I thought Zendikar merfolk could do that too; my mistake. I'm sure that that the mothership mentioned Mercadia as at least an inspiration to Zendikar's merfolk. Did they run an article about bringing merfolk back into the game around that time? I think I remember something like that. No need to call it poor form, I wasn't suggesting that the people creating Mercadia had planned out a connection to a future set.
*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play
Weren't the MErcadian merfolk from Zendikar? On the one hand I thought Ramos only brought people over from Dominaria. On the other hand, I remember reading something about how coming from Zendikar was supposed to explain why the Mercadian merfolk had legs.
Zendikar didn't exist then. It's poor form to try to connect such things with that much tune between them. Even then, the Saprazzan merfolk could switch between legs and fins, the same as Otarian merfolk.
I thought Zendikar merfolk could do that too; my mistake. I'm sure that that the mothership mentioned Mercadia as at least an inspiration to Zendikar's merfolk. Did they run an article about bringing merfolk back into the game around that time? I think I remember something like that.
There was an article from MaRo about it around Lorwyn release.
Quote:
No need to call it poor form, I wasn't suggesting that the people creating Mercadia had planned out a connection to a future set.
[/quote][/quote] I meant more from a creative point.
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At twilight's end, the shadow's crossed / a new world birthed, the elder lost. Yet on the morn we wake to find / that mem'ry left so far behind. To deafened ears we ask, unseen / "Which is life and which the dream?"
Joined: Nov 15, 2013 Posts: 2388 Location: Roaming Dominaria
Oh, actually, here's another thing that's tangentially related to the topic and that I'd like to bring to your attention, Ethan. Are you aware of the Timmerian Fiends? They are planar travellers and thiefs rather than immigrants, but just in case they interest you, here's what the Homelands Document says about them:
Spoiler
• Timmerian Fiends are strange creatures that travel the AEther between the planes, searching for magical artifacts and devices to take back to their Master. When these creatures discover a site where the magic radiates exceptionally strong, they will open themselves a doorway into the world, take everything they can carry, then retreat back through their doorway and seal it behind them. These creatures have plagued the rest of Dominia for centuries, and most spellcrafters will destroy the Fiends without a moment of hesitation, for these plunderers have been the downfall of many wizards on many different worlds. • It is believed by a number of planeswalkers that the Fiends serve a wizard named Timmothius - but the mercenary Timmothius was reportedly slain during the final days of the Brother's War, and perished with the destruction of Argoth. A planeswalker has offered a high reward for anyone who can bring him a Fiend alive, so that he can interrogate it and unravel the secret of its existance, and who it currently serves. • With the recent failing of the Ban, the Fiends are finally able to journey to the Homelands. They have been well aware of the magic that kept them from raiding the rich mana sources of the world, and are now more aware that the spell has finally failed. The many artifacts, the Labyrinth Minotaur's Den, the Wizards' School, and even the heart of the Great Wood itself attracts them. If the Ban is not reinstated soon, it is likely that many of the artifacts and mana devices of the Homelands will be whisked away by these creatures. The true danger is whether or not the rift that fuels the Homelands with mana can be affected in any way by the Fiends, but only time will tell.
They've been oddly intriguing to me for years, they are presumably still out there and they could theoretically show up on any plane at any time. I know you aren't in Creative, the Fiends are probably too obscure, and Creative is avoiding plane-travelling characters who aren't 'walkers these days. But the more people at WotC remember they exist, the better. Who knows, maybe the stars will align some day...
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"Enchant me with your tale-telling. Tell about Tree, Grass, River, and Wind. Tell why Truth must fight with Falsehood, and why Truth will always win." —Love Song of Night and Day
*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play
Joined: Nov 15, 2013 Posts: 2388 Location: Roaming Dominaria
You'd think they'd have consumed Mirrodin by now...
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"Enchant me with your tale-telling. Tell about Tree, Grass, River, and Wind. Tell why Truth must fight with Falsehood, and why Truth will always win." —Love Song of Night and Day
Nah, Phyrexian Oil probably tastes bad so they moved on to someplace yummy like Esper.
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magicpablo666 wrote:
You fell victim to one of the classic blunders - The most famous of which is "never get involved in an thread with GM_Champion" - but only slightly less well-known is this: "Never go in against AzureShade when card design is on the line!"
Joined: Nov 15, 2013 Posts: 2388 Location: Roaming Dominaria
Either that or a certain Aether Revolt will end very anticlimatically...
*OM-NOM-NOM*
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"Enchant me with your tale-telling. Tell about Tree, Grass, River, and Wind. Tell why Truth must fight with Falsehood, and why Truth will always win." —Love Song of Night and Day
Man, I was so disappointed we didn't get to find out more about Cosmic Larvae in Scars block.
I have to wonder whether creative vetoed them for interplanar reasons, development cut them for balance/thematic relevance, or whether WOTC deemed the larva unimportant, or perhaps failed to find them worthy of deeming at all. I suspect that card is a Vorthos sleeper hit.
Nah, Phyrexian Oil probably tastes bad so they moved on to someplace yummy like Esper.
Phyrexianized cosmic... adult form of cosmic larva are infecting the multiverse! We've got the scoop on the next big plot development straight from WOTC!
*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play
Joined: Nov 15, 2013 Posts: 2388 Location: Roaming Dominaria
It also didn't occur to them to bring back the Slith, so I guess specificly looking for cool weird creatures to bring back wasn't that high on their list of priorities.
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"Enchant me with your tale-telling. Tell about Tree, Grass, River, and Wind. Tell why Truth must fight with Falsehood, and why Truth will always win." —Love Song of Night and Day
Actually it did occur to them. However, the Slith were defined by their +1/+1 growth mechanic and the Scars block was -1/-1 centric. They didn't fit the theme and were cut.
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magicpablo666 wrote:
You fell victim to one of the classic blunders - The most famous of which is "never get involved in an thread with GM_Champion" - but only slightly less well-known is this: "Never go in against AzureShade when card design is on the line!"
Actually it did occur to them. However, the Slith were defined by their +1/+1 growth mechanic and the Scars block was -1/-1 centric. They didn't fit the theme and were cut.
Just saying, it didn't stop them from doing a stupid hydra now did it?
I'm at least a little bummed by the lack of a Phyrexian Bringer.
_________________
At twilight's end, the shadow's crossed / a new world birthed, the elder lost. Yet on the morn we wake to find / that mem'ry left so far behind. To deafened ears we ask, unseen / "Which is life and which the dream?"
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