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PostPosted: Tue Jul 29, 2014 1:12 pm 
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I'm coming from a perspective based on creative freedom; you guys are coming from a perspective based on creative restrictions. I guess we'll just have to agree to disagree.

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PostPosted: Tue Jul 29, 2014 1:16 pm 
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You should see Tsukihime's vampires. Technically they all fall under the same brunch, of "vampires", but some of them (such as Zepia and Nrvnqsr Chaos) became "a vampiric race", aka need blood to survive, through magical means, not through vampire bite and death.

Kinda pointless to be making a plane in a MTG setting if you're not going to follow the setting's rules.
If you wanted a parallel world where all the rules didn't apply, I suggest putting that up to a vote, as well.
You can have creative freedom when you're building something from scratch.
The fact that we're making this for MTG already puts us in the creative restrictions camp.

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Last edited by storyteller on Tue Jul 29, 2014 1:18 pm, edited 1 time in total.

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PostPosted: Tue Jul 29, 2014 1:17 pm 
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I'm leaving my character undead. That's all I have control over: my character. If other people are uncomfortable submitting undead Planeswalkers, that's fine by me. If she doesn't win the votes, she doesn't win the votes. Simple as that. No need for a poll.

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PostPosted: Tue Jul 29, 2014 1:27 pm 
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What if this planeswalker arrived on [plane], lost their soul/spark there somehow, and wants to get it back somehow so they can leave? It'd give him/her a good reason to stay on [plane], and depending on how he/she needs to get his/her soul back he/she could be doing "good" things while still just being entirely self-serving. The card would probably be a legendary creature instead of a planeswalker, but story-wise we'd still have an outsider character available.

I don't know anything about canon so if losing and regaining a spark doesn't make sense just slap me.


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PostPosted: Tue Jul 29, 2014 1:40 pm 
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Losing and regaining a spark doesn't make sense, but I'm not going to slap you. :P

We won't talk about Karn. That is such a cluster of unfortunate circumstance and corner cases that it makes my head hurt.

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PostPosted: Tue Jul 29, 2014 2:04 pm 
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Losing and regaining a spark doesn't make sense

What about Teferi?

Commander 2014


See what I mean about none of these rules making any sense?

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PostPosted: Tue Jul 29, 2014 2:10 pm 
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Teferi is a throwback, it's not a continuation of the storyline. Teferi was a planeswalker at some point, that card represents him during that period.

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PostPosted: Tue Jul 29, 2014 2:11 pm 
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No, see, Teferi is dead. They're just printing a card for him in a supplemental product as a nod to old story line fans.

You can probably expect other dead/absent planeswalkers to appear at the front of the other commander decks.

And the rules do make sense - you just don't have all the information. A little research goes a long way. I don't meant to frustrate you, but canon compliance is just as important as all the other aspects of theoretical card design, and ignoring it is tantamount to ignoring color pie or mechanical restrictions.

I mean, Psionic Blast makes sense from a flavor standpoint, but I don't see anyone trying to design a ton of burn in Blue.

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PostPosted: Tue Jul 29, 2014 2:18 pm 
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Yeah, I realized that right after I posted it.

This has all gotten me thinking, though. I designed the story top-down from the card I made, but if I design a card bottom up from the story I told, it looks something more like this:

Velnari Deathstalker -
Legendary Creature – Vampire Cleric
Indestructible, deathtouch, lifelink
Whenever a creature an opponent controls dies, put a +1/+1 counter on Velnari Deathstalker.
4/4

A story that fits better with the card I did make would look something like:

Myrteline Moonfinger is a vedalken astronomer who spent her whole life obsessively researching the possibility of a moon on the plane. Eventually, she got her spark—I want to say it was transferred to her from Tamiyo as she made a wish upon a star, but some people might not be cool with that either. Aloise comes to her observatory, and the two of them work together to raise the moon, which will somehow lead to the reignition of the plane's movement.

That's so much more bland than the story I worked so hard on, though. Still, I guess it fits my card better.

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PostPosted: Tue Jul 29, 2014 10:24 pm 
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Selvira Jeketh |
Planeswalker - Selvira (M)
[+1]: Until your next turn, whenever a creature deals damage to ~, she deals that much damage to that creature's controller.
[-2]: Until end of turn, creatures you control gain deathtouch, lifelink, and "Whenever this creature deals damage to an opponent, that player discards a card."
[-6]: Put a 6/6 white and black Avatar creature token onto the battlefield. It has flying, first strike, deathtouch, lifelink, haste, and "When this creature dies, you may return a card named ~ from your graveyard to the battlefield."
[3]

Backstory


Last edited by Echo_Robin on Sat Aug 02, 2014 1:35 pm, edited 4 times in total.

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PostPosted: Wed Jul 30, 2014 4:16 am 
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Parad, you could note that Myrteline is on the brink of death and needs to drink fresh blood to stay alive. In that case, she technically wouldn't be violating the "no undead planeswalkers" rule.

Interesting, but the 0 ability should probably be a -3 ability.

We shall see.

CKY, your idea seems interesting... any thoughts on how the Moonrise would actually give him god powers?

Rationally speaking, I can't imagine how turning into the moon would make Bahraz a god. But I didn't design a rational character: I designed a bitter forgotten king who watched his empire get usurped by a pair of upstart dragons. Perhaps he really believes he can become a god; perhaps it's a final middle finger to the new rulers of the plane; perhaps it's a wish to be immortalized for eternity. The point is that the Moonrise project just appeals to Bahraz and he's willing to help Aloise in her quest.

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PostPosted: Wed Jul 30, 2014 10:27 am 
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Huh. I don't know that I've EVER come across a characters whose grandiose schemes were just... total self delusion.

That's kinda cool.


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PostPosted: Wed Jul 30, 2014 11:15 am 
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Zect, Lunar Assassin :2::w::b:
Planeswalker - Zect

+1: Target player reveals his or her hand. You choose a creature card from it. That player discards that card.
-3: Destroy target tapped creature.
-7: You get an emblem with "Whenever you discard a card, each opponent discards a card", "Whenever you lose life, each opponent loses that much life", and "Whenever a creature you control dies, each opponent sacrifices a creature."

//4


Zect was a petty thief from Starstill who had his life saved by Aloise. In gratitude, he swears to aid her in her plans for Moonrise. He keeps his word, but in the only capacity he found himself capable - by removing opponents to the project. Aloise eventually finds out, and condemns Zect for his actions, for using fear to coarse others into following Moonrise. In his dismay, he makes a mistake and is caught by those seeking vengeance upon him. As he is about to be lynched, his spark ignites. Now, more fit in his original capacity than ever, he continues to take out those who seek to do harm in his home plane, one walk at a time.

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Last edited by storyteller on Wed Jul 30, 2014 11:30 am, edited 4 times in total.

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PostPosted: Wed Jul 30, 2014 11:18 am 
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Sarkithel of the Shadows
:2::b::b:
Planeswalker - Sarkithel
[+1]: Name a card other than a basic land card. Target player reveals his or her hand and discards all cards with that name.
[-2]: Sacrifice a creature. Add an amount of :b: to your mana pool equal to its converted mana cost.
[-9]: Exile all cards in graveyards. For each card you own exiled this way, search your library for a card that shares a name with it, reveal it, and put it into your hand. For each card you don't own exiled this way other than basic land cards, search its owner's library for any number of cards that share a name with it and exile them. Shuffle all libraries you searched.
[5]


Sarkithel of the Shadows is a Nightstalker. While most of his kind are wanton creatures, particularly on his original home plane, living wild and free in the darkness, Sarkithel, seemingly alone, knows quiet, regret, and longing. his desire to see something different, to really drive beyond what he had at home, led to the ignition of his Planeswalker spark. He went out into the planes, hopeful that their condition would be better than life among his fellow Nightstalkers.

The planes regarded Sarkithel as a monster.

Obliged to hide and to sneak, to remain in the shadows and gaze out from them, Sarkithel developed a deep-set curiosity and a tendency towards obsessive behavior. He'll fixate on a thing or a person or an idea and very little will stop him from pursuing it. He's stolen and kidnapped and at the same time he's built, cured, or given. He doesn't really care about other beings, but neither is he malicious. He wants to help raise the moon mostly to see what will happen, whether it will save people from their land and their own stupidity or whether the entire enterprise is doomed to simply see it come crashing down on their heads. Getting it up there is the obsession for now, not "saving the world". He lurks, he whispers, he gives good advice or bad, and then he runs into Aloise, who rather uniquely is not afraid of what Sarkithel is.

Aloise intrigues Sarkithel, and her company gives some direction to his manipulations. For the moment, he pushes what he can towards her ends: Raising the moon in such a way that it helps the people of the plane, not just to marvel at their folly.

But Sarkithel is a dangerous ally. He is very old and very powerful -- he might predate the mending -- and he has his own wishes that don't necessarily align with anyone else's, particularly not Aloise's. Though he can be pensive, though he is capable of regret, he is also still a Nightstalker, a creature tied deeply into darkness, with not a stitch of morality to his name. What happens if next it's discovering what makes Aloise tick? He'll put her through the wringer, or worse, and never care that she considered them friends.

While Sarkithel uses magic for secrecy, his greatest talent lies in the manipulation of souls. The dead and the living are servants, power supplies, and playthings. The amount of arcane power he can harvest from even the ancient dead makes him a good and possibly indispensable assistant for working such a large scale magic as the moonrise, no matter what he might turn to once it's done.

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Last edited by Tevish Szat on Wed Jul 30, 2014 2:53 pm, edited 1 time in total.

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PostPosted: Wed Jul 30, 2014 11:59 am 
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Alright, super long back story done. Kind of excited about this round, lots of interesting walkers with interesting stories and flavor.


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PostPosted: Wed Jul 30, 2014 2:44 pm 
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Workspace. More or less figured out the flavor, but mechanics is difficult.

Krolf the Lunatic
Planeswalker - Krolf
[+2]: Put the top three cards of your library into your graveyard.
[0]: Target player reveals his or her hand and discards a non-land card of your choice revealed this way. ~ deals damage to himself equal to the converted mana cost of that card.
[0]: Exile ~ and all graveyards. You may cast instant and sorcery cards exiled this way, but no more than ~'s loyalty.
3

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Last edited by Mown on Wed Jul 30, 2014 5:58 pm, edited 6 times in total.

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PostPosted: Wed Jul 30, 2014 2:48 pm 
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Yeah, there's a lot of interesting stuff here. Some of these characters, if they don't win, might be strong enough to be ported over to M:EM on their own.


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PostPosted: Wed Jul 30, 2014 2:57 pm 
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Well, having 3+ black planeswalkers all aiming to launch a moon might look a little strange. Of course, some of them, like Tevish's, are a little more flexible in their ambitions.
Does someone have any details on the prospect of this moonrise project, because it all sounds a little strange to me. Is it like a mirrodin moon, or a physical one? If a physical one, how would someone go about doing such a thing? Not even counting the part where you put it up together with the stars, you have to build the enormous thing in the first place.

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PostPosted: Wed Jul 30, 2014 3:15 pm 
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I mean, a lot of these guys' backstory aren't Starstill specific, so there's no reason they can't make it into M:EM without having to show up at Starstill.

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PostPosted: Wed Jul 30, 2014 4:54 pm 
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Nothing about the Moon is really hammered out yet beyond the notion that it'll require knowledge of all the different forms of magic on the plane (creatures, lands, artifacts, enchantments, and spells) to raise and get working, and that it will in some way store the heat from the sun, making a path of liveable land in Illpyre, and dump it in Frostwynd. I'm assuming it will be a physical entity of some sort rather than Mirrodin's energy moons.

Everything else can pretty much be hashed out by people writing individual stories, I think.

Also what Storyteller said.


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