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. Much knowledge was lost in the Last Dawn, but magic endures in the darkness, wizards and wise men screaming their revelations into night. Hidden away, the University of the Lorekeepers holds its vast treasure-trove of knowledge for no one to read while in the darkness the slow corrosion of Taramir itself unleashes strange, psychic entities into physical reality.
☼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.
Lorekeeper’s Shadow
Creature – Illusion [C]
Lorekeeper’s Shadow can’t be blocked
When Lorekeeper’s Shadow dies, draw a card
“One is never at ease in the halls of the university. Even though I think it’s friendly, I can’t shake the feeling of there being something only seen in the corner of my eye.” – Morgan of Voor1/1
Windward Wall
Creature – Wall [C]
Reach, Defender
Prevent all combat damage that creatures with flying would deal to Windward Wall
Some townships attempted to mimic the Grand Fortress, erecting stony walls high enough to block the very wind in the sky.0/3
Swarming Thoughts
Creature – Illusion [C]
Flying
Salvage
: Each player puts the top X cards of his or her library into his or her graveyard.
But whose thoughts are they?2/1
Oracular Waif
Creature – Human Wizard [C]
Whenever you draw two or more cards, draw an additional card.
“Mother said I’d see the future. I suppose I can, a little bit, but if I look too far then all I see is darkness.”1/1
Wall of the Night Wind
Creature – Elemental Wall [C]
Flying, Defender, Vanishing 5
Whenever a creature blocked by Wall of the Night Wind this turn dies, you may draw a card.
2/5
Visionary Lunatics
Creature – Human Advisor [C]
Whenever a player casts a spell, that player puts the top X cards of his or her library into his or her graveyard, where X is that spell’s converted mana cost.
By the end, it seemed there were more mad than sane within the Grand Fortress.3/3
Lost in the Dark
Enchantment – Aura [C]
Enchant Permanent
Vanishing 3
When Lost in the Dark enters the battlefield, tap enchanted permanent
Enchanted permanent doesn’t untap during its controller’s untap step.
“Sleep 14: Out of oil for the lamp. Wasn’t doing much good anyway. Can’t find my pack, can’t find home, can’t find my way to even the least bit of light. If I don’t get lucky soon…” – Lina, Township Militiawoman, JournalHinder (Reprint)
Weary Weight of Time
Enchantment – Aura [C]
Enchant Permanent
Enchanted Permanent has Cumulative Upkeep
Dark Wind
Instant [C]
Return target permanent to its owner’s hand. If that permanent was multicolored, shuffle it into its owner’s library instead.
“The wind blows down from the waste, and this township is lost in the gale. Some more than others.” – Ailaine, Waif OracleNight-Shrouded Destiny
Sorcery [C]
Fateseal X
“Aren’t they all? Ah, but yours is especially dark…” – Morgrine, Fortress Fortune-Teller