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PostPosted: Sun Oct 12, 2014 1:19 pm 
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The plane of Taramir has reached the end of its time. The struggles of the Waning Age have been forgotten, for the sun has set for the final time, leaving the world in darkness. Humanity survives in the vastness of the Grand Fortress, a stronghold that holds the last millions of the human race, and in the townships scattered throughout the darkness, perched upon a razor's edge. While humans are associated with all colors of mana, they are most strongly tied to white mana, and the works of their civilization unfold only as far as the light they can produce.

☼Taramir Block☼
Taramir Block consists of three sets: Taramir, Waning Light, and finally Age of Darkness. All three sets feature the new mechanics Salvage and Decay as well as the returning mechanic Cumulative Upkeep. In addition, Waning Light brought Fateseal into the picture. To this, Age of Darkness adds the return of Vanishing.

Salvage: Salvage is an activated ability that can be activated only when the card with salvage is in its owner's graveyard, when he or she could cast a sorcery. Salvaging a card exiles it and has the listed effects. Taramir introduced Salvage while Waning Light added off-color salvage costs and Salvage spells with effects dissimilar to their initial effect from being cast. Age of Darkness introduces Colorless and Nonmana salvage costs.

Decay: Decay is an ability word that causes one or more depletion counters to be added to the permanent with Decay, and causes it to be sacrificed when too many depletion counters have been accumulated.

~White Common Creatures~
Wall Tribal is a thing in age of darkness, an it's a thing centered in White. While every color has a few Walls, White has them heavily and throughout the rarities. Wall of Hope, Wall of Tattered Banners, and Signal Tower are a pretty heavy mess of defender, and the nonwall creatures all have quite defensive stats

Wall of Hope (Reprint)

Last Survivors
:1::w:
Creature – Human [C]
Vanishing 3
Whenever a time counter is removed from Last Survivors, put a 1/1 white human token on the battlefield. It has haste. Exile it at the beginning of the end step.
“Stay here, I’ll scout ahead…”
1/3

Fortress Archaeologist
:2::w:
Creature – Human Wizard [C]
Sacrifice Fortress Archaeologist: Return target artifact card from your graveyard to your hand
Salvage :3:: Add :5: to your mana pool. This mana can only be spent to cast artifact spells.
1/2

Wall of Tattered Banners
:1::w::w:
Creature – Wall [C]
Defender
Cumulative Upkeep – Exile a creature card from your graveyard.
Wall of Tattered Banners gets +0/+2 for each age counter on it.
The flags of forgotten nations and fallen friends can carry a strength thought lost.
0/4

Signal Tower
:3::w:
Creature – Wall [C]
Defender
:1:: Untap target wall
:3::w:: Target wall loses defender until end of turn.
1/4

Spirit of Hope
:5::w:
Creature – Angel Spirit [C]
Flying
Decay – Whenever a creature you control dies, put a depletion counter on Spirit of hope. Then, if there are more depletion counters on Spirit of Hope than its toughness, sacrifice it.
4/6


~White Common Noncreatures~
Exaltation is part of a cycle of vanishing auras. It's probably the least offensively-minded of the lot, and it (naturally) has the shortest vanish timer, hanging around only until your next upkeep. Beyond that, White has some pretty standard removal spells with 4-mana effects that exile an attacking or blocking creature, or anything with a downside. The latter effect would be uncommon at one mana instant but I felt it a safe common at 4 sorcery. Interestingly, every white spell results in a creature leaving the battlefield: the two removal spells, of course, and all the others will eat one of yours (probably)

Breath of the Dying
:w:
Instant [C]
Exile target creature you control.
Draw a card.
In the end, all people give back one final exhalation.

Exaltation
:2::w:
Enchantment – Aura [C]
Enchant Creature
Vanishing 1
Enchanted creature has protection from Blue, Black, Red, and Green.
When Exaltation leaves the battlefield, if you control enchanted creature, sacrifice it.
"Give a man enough rope and he'll hang himself, they say. I guess that works if you take the rope away, too." - Ugil, Township Fool

Punish Transgressions
:3::w:
Instant [C]
Exile target attacking or blocking creature.
“Pillories? Prison? Forced Labor? There is a much simpler solution.” – Matricia, Township Mayor

Send Into the Night
:3::w:
Sorcery [C]
Exile target creature. Its controller Fateseals X, where X is equal to its toughness.
Eliara’s fate was certain, as was that of those who banished her.

Martyr’s Tears
:3::w::w:
Enchantment - Aura [C]
Enchant Creature You Control
Flash
:0:: Redirect the next 1 damage that would be dealt to you or a permanent you control to enchanted creature.

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Last edited by Tevish Szat on Sun Oct 12, 2014 9:20 pm, edited 2 times in total.

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PostPosted: Sun Oct 12, 2014 1:58 pm 
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I love Last Survivors. Nailed some flavor there. Same with Wall of Tattered Banners.
Spirit of Hope seems more uncommon to me.
Matyrs Tears is very overcosted.

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PostPosted: Sun Oct 12, 2014 2:08 pm 
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I did not know about Safe Passage (or more accurately, I didn't remember). The card will be completely altered.

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I have a blog. I review anime, and sometimes related media, with an analytical focus.

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.


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PostPosted: Mon Oct 13, 2014 4:50 am 
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Dammit Tevish, stop making rituals that can be cast from your graveyard! It's like you're trying to break NGA Constructed in half!

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