@The moon: I was leaning towards the moon already being on the planet, struck from the sky. They just have to get it up there. To do that I was leaning towards a massive teleportation spell, just because I wanted something really fantasy to offset the scifi-ness of the whole concept. @Echo: That is the best character ever. @Deutragonist: I'm not really convinced we need another walker helping out with the moon. I think we've pretty much got the whole cast we need for that.
Zakon Godhammer Planeswalker - Zakon +2 : Until your next turn, whenever a player attacks you or a planeswalker you control with one or more creatures, that player sacrifices a creature. -X : Target player loses X life. Put X 1/1 white Cleric creature tokens onto the battlefield. -8 : Destroy all creatures opponents control. Put an X/X black and white Angel creature token with flying onto the battlefield, where X is the number of creatures destroyed this way. 4
Card's still pretty rough. I worry that she cares about the board state too much. Granted, the -3 emblem will stick around for whatever board state comes follows. That just leaves how she fits into decks as what I have to worry about.
Flavour
Race: Human Sex: Female Age: ~50 (but hasn't aged for about twenty years)
This is a character I've had brewing for some time. I entered an early version of the character ins the MTG Hunger Games if you want to see what sort of spells Zakon would use and how she talks/thinks. Zakon was not born the Godhammer. She was born just another peasant's daughter in the hinterlands. Her parents were lowly, but devout farm folk and when government recruiters tested their daughter's magical talent, they were overjoyed that their daughter would be worthy of service to the empire. Still, Zakon seemed destined to be just one among hundreds among the empire's many warcasters when she manifested a talent unrecorded in the history of her plane. She had become a planeswalker. Suddenly the angelic council itself took an interest in this lowly peasant child. Her abilities were tested, the purity of her faith tested, her skills honed by the finest minds and most rigorous training. Finally, after many years, she was given a title befitting a champion of the faith. She was anointed in the holy oils of the immortals and reborn as the Godhammer. Zakon is unquestioning in her belief in the angels that rule her plane. She knows that every heretic slain, every otherworldy treasure recovered, every peasant revolt undermined is a victory for the light. She feels only honour to serve the angels as no other can, "For the decrees of angels are not truth but the truth, the one truth, the only truth". What she does may be brutal but it is just, for it has been decreed to be so. Zakon has brought much of value to the empire, but she has never been able to instruct another in the ways of worldwalking, nor sire a child that shares her power. On a routine expedition to another plane however, she finds something she has never encountered before, another walker-between-worlds. Zakon's path is clear. She must gain the trust of this Aloise and her "goblin" devil pet and bring them into the fold of the light.
TL;DR: Zealot planeswalker controled by the (fascist, theocratic) government has never met another "walker-between-worlds" before. Now she wants to find out more about planeswalkers and bring more back home where they can be "enlightened". She's convinced that she's the good guy here.
Possible Abilities
Plus - Up to one target creature gains death touch. Up to 1 target creature gains lifelink. - Until your next turn, whenever a creature attacks you or a planeswalker you control, ~ deals 3 damage distributed any way among attacking creatures. - Exile target creature. That creature’s controller may put a creature card from their graveyard into their hand. -Until your next turn, whenever a player attacks you or a planeswalker you control with one or more creatures, that player sacrifices an attacking creature.
Minus - Return target permanent card with converted mana cost 3 or less from your graveyard to the battlefield. - Emblem "Your dudes +1/+1. Their dudes -1/1-".
Ult: - Destroy all artifacts, creatures, and enchantments. - Target player’s life total becomes 1. You gain life equal to the life that player lost this way. - Target Player loses life equal to your life total. If a player's life would be reduced to 0 this way, it is reduced to 1 instead. - Your life total becomes ##. Target opponent loses life equal to the life you lost this way. - Emblem, "Permanents you control have protection from blue, green and red". - Balance - Whenever a nontoken creature attacks, put a 1/1 Soldier onto the field. - choose a color. Your opponents can't cast spells of the chosen color. Briefly considered making black and white Angel Horror tokens
I'm a (self) published author now! You can find my books on Amazon in Paperback or ebook! The Accursed, a standalone young adult fantasy adventure. Witch Hunters, book one of a young adult Scifi-fantasy trilogy.
If it makes you feel any better, my reaction was a gut "That can't be right..." followed by a Gatherer search, not immediate knowledge that there were four large sets with three PWs each. Also, I missed that Shards had 4: Sarkhan Vol was there too...
It seems most blocks tend to have 5 PWs (all of them other than Zen, which had 6). Alara went 4-1-0 and Zen 3-2-1 -- both patterns that haven't been repeated. Scars went 3-1-1: 3 in the large set, 1 in each small. Then Innistrad came out with two large sets and went 2-1-2 instead. Rav 2 also had two large sets and came out 2-2-1. Theros went back to having two small sets and a 3-1-1 outlay like Scars block.
I'll preemptivley predict Khans to have 2 PWs, Dewey to have 1, and Louie to have 2.
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"Enjoy your screams, Sarpadia - they will soon be muffled beneath snow and ice."
I'm a (self) published author now! You can find my books on Amazon in Paperback or ebook! The Accursed, a standalone young adult fantasy adventure. Witch Hunters, book one of a young adult Scifi-fantasy trilogy.
Should the character be ONLY black, or can we bleed into other colors? If so, which ones? Anyway, I'll go ahead and design for mono black.
Orsim Bloodhound - [M]
Planeswalker - Orsim Creatures with Bounty counters can't block. Whenever a creature with a Bounty counter dies, draw a card. [+1]: Put a bounty counter on target creature. [0]: Until the end of the next turn, whenever target creature deals combat damage, put that many loyalty counters on Orsim. [-3]: Gain control of target creature. Sacrifice it at the end of the turn. [-9]: You gain an emblem with "Whenever a creature an opponent owns dies, draw two cards." {4}
Abilities
+1: He gets the bounty. 0: Asks for information - the more you can give him, the better he'll like you. -3: He gets his guy. Or... giant. Wurm, maybe. Goblin? Sure. He can do that, too. -7: He knows a crook when he sees one, and with a little help, he'll make sure you both always get paid when the axe comes down.
Orsim Bloodhound
Orsim is a bounty hunter, through and through, and this strange world has plenty of fugitives for him to hunt. Especially when they're trying to hide from the merchants that move from both sides of this bifurcated plane. Orsim's raked in more cash dragging thieves out of holes here than he ever had working a beat in Ravnica.
'Course, to Orsim, thieves is thieves. Miss Hartley is something different.
Never thought he'd see someone so earnest to be alive. Most people with common sense keep their heads down and their noses out of the business of others. Miss Hartley was nothing like that. She had greeted him pleasantly enough, asked him his name and how he was. Pretty little thing, with a bob of gold hair and sparkly blue eyes. Said he looked cold. Offered some cocoa.
Orsim didn't really have the heart to bloody her nose and bring her in, like he'd been hired to.
When she learned he was a 'walker like she was (a fact his shadowy employers had failed to mention) she had practically lit up with excitement. She sure could babble, but he got the gist of it. She was trying to work on something about a moon. Way over his paygrade, but the way she got that faraway look... Then she said, oh aren't you from the Merchant's Consortium, (because he had lied) we've been trying to get through to them for weeks but they won't respond to any of our missives.
Won't you tell them we need their help, she asked him.
Sure, Orsim had said. He couldn't say no to eyes like that.
He'd hunted down his employers and bashed in their skulls. No more than they deserve for sending him after an innocent. Orsim went and leaned on the rest of the consortium too - said they should hire him in an official capacity, as a liaison for this "Moonrise" project. He'd make sure their messages and goods got to Miss Hartley just fine.
And hey, in his opinion, the more he saw of Aloise, the better.
Not that she'd ever fall for a crooked Orc like him, but a guy could dream.
Myrteline Moonfinger – Planeswalker – Myrteline (M) {+2}: Creatures you control gain flying and protection from green until the beginning of your next turn. {−3}: Return target creature to its owner's hand. That creature's controller discards a card. Draw a card. {−10}: Put a 20/20 colorless Moonfolk God enchantment creature token with hexproof onto the battlefield. {3}
Backstory
Myrteline Moonfinger was a vedalken astronomer. She was in love with a human named William.
She and William spent their hours together in the observatory, far away from the suspicious eyes lurking below in the caverns of Frostwynd that disapproved of a vedalken and a human being together.
As the endless night dragged on, William was called away to chart an astrological map for Cansiz the Lich. On the way, he was attacked by vampires.
He came back home as a vampire and tried to drain Myrteline dry, but just before she died, her spark ignited. She banished the thing that was no longer William into the Æther forever.
But presently a stranger knocks on her door, yelling fearlessly about a Moon...
Lord Bahraz once ruled a great empire, but the Twin Dragons usurped his power and laid waste to his life's work. Now a bitter old man sustained by unnatural life, he sees in the Moonrise plan a way to regain his lost prestige. A way to become a god.
Bahraz the Tyrant
Planeswalker – Bahraz (M) 5
+2: Each opponent loses 3 life. You gain life equal to the life lost this way. 0: Destroy all creatures with converted mana cost less than the number of loyalty counters on Bahraz the Tyrant. As long as there are ten or more loyalty counters on Bahraz, he's a Bahraz God creature planeswalker with protection from everything and base power and toughness 20/20.
Ralsten Vimur - Planeswalker - Ralsten [+1]: Tap up to one target creature. That creature doesn't untap during its controller's next untap phase and its controller loses 1 life. [-3]: Until end of turn, creatures you control gains deathtouch and has "Whenever an opponent loses life, put a +1/+1 counter on this creature." [-9]: Your opponents' life totals becomes 1. [4]
Time Vamp planeswalker.
Backstory
Feels kinda long-winded so I will sblock.
Ralsten was an adventurer and astrologist. He believed the stars to be the embodiment of time, the tell-tale of the past and of the future. Curiosity drove him all over the place, reading and watching the stars wherever he seek adventure. As time went by and age came up to him, his deepest fears all along was gradually becoming the reality. That one day, his time would run out and he will no longer be able to do what he loved. He searched for a 'cure' fervently.
And he found it in ancient machines littered over [Plane].
These machines he originally thought used as astronomical tools had a greater hidden purpose. Deciphering clues and texts brought about one conclusion - "To become part of the constellation.". Ralsten had no way to be certain but he took the sentence to mean the thing he wished for the most - Immortality. So, he slaved away his days for the method to obtain immortality. And he finally attained it.
Amidst the chaos of a Starstill.
His spark materialized and he saw worlds beyond at that moment, other worlds not of his world. (But unfortunate later circumstances bonded him to [Plane], rendering him about to leave.) However, he became a 'vampire'. At the beginning, an satisfiable urge for blood drove him, biting his victims like a vampire would. Anguish and delight played a symphony as he found his youth again with this horrendous act. Later, such an act was not even needed to sustain himself. He discovered what he had truly became, not a blood-sucking vampire but a time-sucking vampire. The act of drawing blood from his victims was more correctly placed as drawing the remaining time from his victims. Physically contact was all the medium he needed theoretically.
He had power over time itself.
Time flew as he explored his new-found powers, until one day, he caught rumors of other vampires appearing. He sorted out the rumors, realizing that he was not the only one who changed and that many others had too became a vampire. These vampires however, were not like him and acted more closely to the vampires of storybooks with blood-craze and a weakness for the sun. Ralsten immediately turned his focus upon the effects on the [Plane] since that day.
His goal eventually became turning the plane back to 'normal'. He shares a 'anyone of us die, we die' bond with Glacinorak later and saw the Moonrise as a viable method or start to healing this plane and undoing the bond.
//His backstory is pretty much changeable since his is directly tied to our current plane.\\
He is an astrologist/adventurer who found ancient machines capable of tapping into the power of the constellations to grant immortality. Turned him into a time vampire that sucks time out of his victim instead of blood and also giving him limited power over time itself. Got a double suicide bond with Glac(or Anjo) somewhere along the way. Went against Aloise in the beginning about Moonrise to save Aloise from a deep dark pit of problems. Helps her later as Aloise refuses to back down no matter what, knowing Moonrise would free him from his bond and this plane as well.
[+1] -> Stalling/Freezing someone in time. [-3] -> Stealing an enemy's remaining vitality to strengthen himself. [-9] -> End of time
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
Selvira was born into an ancient order of monks and clerics devoted to the research and preservation of life.
From an early age she showed a natural talent for healing and possessed an incredibly strong connection to spirits. The order appreciated her talent and molded Selvira into the ideal priestess. In only a short time she rose through the ranks of the orders to becomes one of its most respected and highest seated members. She was adored, a model of perfection, everything a member of the order should strive to be.
But it wasn't enough.
Selvira remained unsatisfied. She could heal, yes, but people still died. She could peer into the afterlife, even commune spirits, yet death remained an enigma, like something hidden behind a gauze curtain, almost visible but never quite. She had questions, yet years of research and meditation had brought her no closer to the answers than when she'd begun.
Finally, as she stared down at another life she'd failed to save, the solution became clear.
She traveled deep beneath the monastery, into the crumbling catacombs until she found the vaults. Room after room of scrolls and journals, rusting artifacts, specimens in dusty jars, and more, much more, and all of it forbidden. Collected over the centuries since the order's founding days, these were the treasures of necromancers, lich lords, dark priests; every sort of evil the order sought out and destroyed.
Selvira knew somehow that the answers she sought were buried there in one of those dark chambers and so she picked up the first dusty volume, and began to read.
The months passed, and each night Selvira silently made her way to the catacombs, and there she learned and experimented. Dark rituals, blood magic. She summoned demons and dragged answers out of the foulest spirits. She read Drathgul's entire library and even reanimated his corpse so she could learn from the man once called the Grave King.
And if every night she learned, then every day the results showed. Lives that would once have slipped through her fingers she could now save. She was seen as a savior, and was well on her way to being made the head of the order's highest council. The head priest confided that under Selvira's leadership he expected the order, and perhaps the entire world would be led, into a new golden age.
But it wasn't enough.
An idea had begun to blossom in Selvira's mind. An unshakable idea, a grand plot. Everything she'd been taught by the order and everything she'd learned in its dark vaults, it was all leading to the same place. The ultimate goal: to kill death. No matter the means, that was always the end. The lich lords, the necromancers, the monks, the priests: they all wanted the same thing. It became clear, she finally understood. She would slay death itself, and grant the world immortality.
She threw herself back into her research with new fervor. With each passing day she grew excited, and more impatient. She had to find the answer, she had to preserve life by defeating death. It was her purpose, why she'd been born into the order. They would all understand soon. Everything she'd done, it all was leading to this. They would all understand, that the ends, always justified the means. They would understand.
But they didn't.
One night an acolyte new enough in the order to have never seen Selvira saw her pass through the archway that led to the catacombs. Troubled, he ran to guards and told them someone had entered the forbidden vaults. The guards woke the heads of the order and they marched upon the catacombs. They found her there, talking to several reanimated corpses while preparing another for revival, ancient lichs
The order had seen enough. It would be a catastrophe, a blemish they would never recover from. One of their highest, and most respected and beloved members immersed in the darkest of magics. The order, they thought, might even fall. They couldn't allow it. They wouldn't. They had the guards seize her. Kicking and screaming as they dragged her from the vault, she pleaded with them, begged them to understand, told them they could conquer death, that the world could be free.
They didn't listen.
Under the supervision of the order's heads, the guards dragged her further into the catacombs, further than even Selvira had ever traveled. They stopped when they reached a stone circle, bathed in the light of the moon shining through a tiny window high above their heads. There in the middle, Selvira saw, was a stone chopping block with an axe resting against it and glittering in the moonlight.
She began to scream again. They couldn't kill her, they couldn't. Her dreams, her plans. She was going to end death itself, cure the world of its darkest disease, free everyone from the curse they were all born with. Her words fell on deaf ears. The elders had already made up their minds. No one would ever know of this. It would be said that Selvira had died in her sleep of an unknown disease and that the body had been burned to protect them all. She would be remembered just as most the order still thought of her and not as the monster she really was.
One of the guards held her down against the stone block as another hefted the axe. She was crying as she continued to beg them to understand, to see what she'd been trying to do. When she saw the cold stares from throughout the room, she began to squirm and flair wildly. She couldn't die, she mustn't. There was too much at stake, her whole life, everything she'd worked for, it couldn't end like this.
Another guard grabbed her and the two of them held her in place as the one holding the axe looked to the order heads. They nodded and the guard planted his feet and swung the axe over his head. Selvira closed her eyes and the blade sliced through the air and struck the stone floor with a resounding note that echoed through the vast chamber as it shattered.
The order members gasped, several screamed, and one even fainted. The guards fell over themselves as they scrambled back. The chopping block was empty.
***
Selvira waited. Was she dead? Somehow she'd thought it would be a bit more, painful. Had they changed their minds? Slowly, she opened her eyes.
She immediately shut them. It was bright out, far too bright. Squinting against the light, she Selvira glanced around. She was kneeling at the top of a sandy slope, the sun beating down on her. The dry air baked her throat and she coughed as the sand swirled around her. She didn't know where she was, but she certainly knew where she wasn't. The shock of it all coming back almost made her collapse.
They were going to have her executed. Not just going to, they were in the middle of doing it. Suddenly, she was angry. Hatred seethed inside of her and she remembered her last moments in the chamber, when she'd closed her eyes. Her last feelings weren't fear or panic, in her last seconds she felt betrayed, and malice had rolled through her like a wave upon the shore.
How dare they! Those doddering fools, spineless wretches! After everything she'd done, after all she'd sacrificed, they were just going to kill her, toss her aside like some piece of moldy bread? Her, Selvira Jeketh, the only one among the entire order brave enough to delve into the secrets sealed in the catacombs, the only one strong enough to challenge death itself. No, she would not die, not here, on her knees at the whims of cowards. No, she would live.
Selvira stood up, the wind catching her cloak and whipping it behind her. She stared into the distance at the endless sand. No, she would not die, not there and not here. She started off through the sands, steady steps carrying her forward. She still had questions, and it was time to find answers. She would pick up where she left off, and when she finally conquered death, she would find her way back to the order, and she would destroy it.
She would make a tomb of their precious monastery, and it would be the foundation for a new order. She would rebuild it; stronger, braver, immortal.
***
Note: I imagine these events take place several years, at the very least, before Aloise arrives on Starstill. She has likely remained on the plane to study Starstill (both the event and the plane itself). She is interested in Glacinorak and Anjomeddon and the methods they used to stop the rotation of the plane. Her obsession with immortality drives her and she would probably view Moonrise as sort of reverse engineering Starstill. This could potentially further her quest to conquer death and is probably why she would help Aloise.
+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
Background
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.
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 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]
Background
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.
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
background
Despite the many followers of the revered Elori, few are those who are invited into her warm embrace. That makes it particularily interesting for the even less numerous of people who reject the opportunity of ascension. Truth to be told, it's difficult to say if it was a voluntary choice of Krolf to do such a thing, or if the spark reacted violently to the searing images ravaging through his mind. Either way, the fact remains that he has seen the ugly truth behind the curtains of light, and lived to tell the tale. Of course, such a paradigm shift in lifestyle isn't readily accepted by many followers, perhaps in part because the man telling of it had searing images that ravaged through his mind. Thruthfully, Krolf himself sometimes wonders how correct he is in his display of heresy.
Despite this, Krolf's relationship to Elori isn't filled with hate, but ambivalence. Technically, his relationship to everything is filled with ambivalence, but especially Elori, whom signals the turning point of his life. On one hand, he nearly died, or worse. And that's bad, right? His life handn't amounted to much up until that point, but that was not reason enough to throw it away. However, on the other hand, the bright pictures filled him with newfound curosity of things he knew nothing about. A part of Krolf knows that this isn't a matter he should delve too deep into, but he can't help but want to solve the enigmas that resides in his head.
In his current stroke of genius and/or insanity, he figured he would rise a moon to the surface of the night skies, to rival the radiance of Elori. One could wonder whether it's a declaration of war, a dedicated form of worship, a display of newfound powers, an attempt to solve the puzzles that plagues his stupor, or just a wish to leave a mark on history. The answer is a simple yes.
Zakon Godhammer Planeswalker - Zakon +2 : Until your next turn, whenever a player attacks you or a planeswalker you control with one or more creatures, that player sacrifices a creature. -X : Target player loses X life. Put X 1/1 white Cleric creature tokens onto the battlefield. -8 : Destroy all creatures opponents control. Put an X/X black and white Angel creature token with flying onto the battlefield, where X is the number of creatures destroyed this way. 4
Flavour
Race: Human Sex: Female Age: ~50 (but hasn't aged for about twenty years)
This is a character I've had brewing for some time. I entered an early version of the character ins the MTG Hunger Games if you want to see what sort of spells Zakon would use and how she talks/thinks. Zakon was not born the Godhammer. She was born just another peasant's daughter in the hinterlands. Her parents were lowly, but devout farm folk and when government recruiters tested their daughter's magical talent, they were overjoyed that their daughter would be worthy of service to the empire. Still, Zakon seemed destined to be just one among hundreds among the empire's many warcasters when she manifested a talent unrecorded in the history of her plane. She had become a planeswalker. Suddenly the angelic council itself took an interest in this lowly peasant child. Her abilities were tested, the purity of her faith tested, her skills honed by the finest minds and most rigorous training. Finally, after many years, she was given a title befitting a champion of the faith. She was anointed in the holy oils of the immortals and reborn as the Godhammer. Zakon is unquestioning in her belief in the angels that rule her plane. She knows that every heretic slain, every otherworldy treasure recovered, every peasant revolt undermined is a victory for the light. She feels only honour to serve the angels as no other can, "For the decrees of angels are not truth but the truth, the one truth, the only truth". What she does may be brutal but it is just, for it has been decreed to be so. Zakon has brought much of value to the empire, but she has never been able to instruct another in the ways of worldwalking, nor sire a child that shares her power. On a routine expedition to another plane however, she finds something she has never encountered before, another walker-between-worlds. Zakon's path is clear. She must gain the trust of this Aloise and her "goblin" devil pet and bring them into the fold of the light.
TL;DR: Zealot planeswalker controled by the (fascist, theocratic) government has never met another "walker-between-worlds" before. Now she wants to find out more about planeswalkers and bring more back home where they can be "enlightened". She's convinced that she's the good guy here.
Possible Abilities
Plus - Up to one target creature gains death touch. Up to 1 target creature gains lifelink. - Until your next turn, whenever a creature attacks you or a planeswalker you control, ~ deals 3 damage distributed any way among attacking creatures. - Exile target creature. That creature’s controller may put a creature card from their graveyard into their hand. -Until your next turn, whenever a player attacks you or a planeswalker you control with one or more creatures, that player sacrifices an attacking creature.
Minus - Return target permanent card with converted mana cost 3 or less from your graveyard to the battlefield. - Emblem "Your dudes +1/+1. Their dudes -1/1-".
Ult: - Destroy all artifacts, creatures, and enchantments. - Target player’s life total becomes 1. You gain life equal to the life that player lost this way. - Target Player loses life equal to your life total. If a player's life would be reduced to 0 this way, it is reduced to 1 instead. - Your life total becomes ##. Target opponent loses life equal to the life you lost this way. - Emblem, "Permanents you control have protection from blue, green and red". - Balance - Whenever a nontoken creature attacks, put a 1/1 Soldier onto the field. - choose a color. Your opponents can't cast spells of the chosen color. Briefly considered making black and white Angel Horror tokens
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Last edited by ParadOxymoron on Mon Aug 04, 2014 8:49 am, edited 1 time in total.
Joined: Jun 21, 2014 Posts: 8338 Location: Singapore
The character I like most after my own is Sarkithel, but I think the card's -2 is both out of pie and potentially broken. I would prefer it if his second ability just made Nightstalker tokens.
I'm quite open to tinkering with abilities, though I'm not sure when Sacrifice became broken. I'd like something along the lines of "[-2]: Sign in Blood" better than tokens since he's got no particular love for his own people, but if tokens are desperately needed for the set, so be it.
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Ruwin- I love the way the mechanics reflect the character. Before reading any flavour I could tell that this was a person professionally involved with the ending of lives. 5 abilities is going to be hard to fit onto a card. This may be fixed by combining the static ability with the +1 if the rules guys think that's okay. It might be simpler and no less evocative to ditch the bounty counters. The ultimate is a little underwhelming. It's pretty useful, but by the time a six drop planeswalker is ready to go ultimate you're looking for a wincon, not an enabler. By that point in the game it probably won't matter.
Parad- I like the tie in with the moon (and also the nod to Cansiz). The ultimate is rather neat, but clashes oddly with the aggroness of the + ability. The -3 has an awesome cruelty vibe to it. Biggest problem is that the abilities don't seem very unified. I can't see them working together in somebody's game plan.
CKY- Cool flavour. That 0 ability is way too good though. It's a free wrath every turn in most match ups. This needs to have a negative cost. Maybe lowering the starting loyalty (and consequently the "ultimate"'s "cost") could let you get away with it. Cool interplay with the final ability though. The card needs some serious work but I want to see this happen. The flavour's great. This guy feels very kingly, demanding tribute, blowing things up, becoming a god. You know, king stuff. The ultimate ties him right in with the set too. Maybe he's an old walker and originally bound the dragons into service before the mending happened and the dragons gradually realized he didn't have any real power over them...
Confused- Cool concept. Time vampires are sweet, and the time vampery shows up well on the card. I'm not really buying the death bond with a dragon bit though. It doesn't really seem necessary- there are plenty of other ways for him to stay on the plane. The -3 presents some really interesting decisions in regards to whether your opponent will block or not. Probably doesn't need to be double black. I guess I could see how the ultimate would justify it, but I dunno, seems like overkill.
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