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| Banica: City Of Guilds; Cardlist section. | |
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| Tweet Topic Started: Oct 16 2005, 10:36 AM (297 Views) | |
| syko | Oct 16 2005, 10:36 AM Post #1 |
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Self-Proclaimed Lord of Pointless Spamming
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Well, as the original thread was getting crammed full of posts concerning the cardlists and such, which made navigating the thread tedious and annoying, I decided it would be best to seperate it into two threads. This thread will be purely for cardlists, while the other will remain active for discussion and criticism. If you already have a cardlist in the other thread, please move it to this one. Thanks, and get to designing! |
| Two paths diverged in a wood, and I, unaware of the choices presented, wandered through the middle. | |
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| syko | Oct 16 2005, 10:40 AM Post #2 |
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Self-Proclaimed Lord of Pointless Spamming
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White/Black – Soluna: The Soluna Sect is a guild made up of knights, clerics, and zombies. Most of its members are leonin( another Mirrodin reference, anyone?), but shades, angels, demons, and even dragons can be found within its ranks. The Soluna believe in the expansion of the guild and its members by whatever means possible. This usually means the more important members are willing to sacrifice other members to gain more power ‘for the good of the guild.’ The Soluna are masters at destroying enemy creatures or opposing guilds and absorbing their life at the same time, effectively crippling their adversaries and strengthening themselves at the same time. But they don’t stop there, because once they have power, they realize the benefit of using it to stay in power. This is another area where the Soluna excel; at using their gained life for various effects, from bringing back their own members to growing more powerful, losing life is nothing to Soluna. Soluna knights are known and feared not for their battle skills but for their ability to funnel the blood they spill, whether their own or another creature’s, into life for the sect. The Soluna sect is run by their undead leonin founder, Solus, and his two war-commanders. Keywords: Spirit Link – Whenever this creature deals or is dealt damage, you gain that much life (Not a new ability, but a lot of the creatures will have it, so it needed a key word.) Blood Gift – During your upkeep, you may pay X life and return this card from your graveyard to your hand (Each card will have a different value for X.) Though similar to the dredge mechanic of the Golgari, the Soluna guild understands the importance of their knowledge, and the benefits of using some of their bountiful life to return their creatures instead of parting with crucial information. Cards: - 40( 20 Creatures, 3 Lands, 3 Artifacts, 5 Enchantments, 4 Instants, 5 Sorceries) (10 Mono-Black, 11 Mono-White, 13 Multicolor, 6 colorless) Rare – 12(6 Creatures, 1 Land, 1 Artifact, 1 Enchantment, 2 instants, 1 Sorcery) 1.)Card Name: Solus Dark-Mane, Soluna Patriarch Cost: 1WB(b/w)(b/w) Type: Legendary Creature – Cat Zombie Cleric Pow/Tgh: 2/4 Rules Text: 1(b/w)(b/w), T: Destroy target attacking or blocking creature, you gain life equal to its converted mana cost. Pay 6 life, T: Return target creature card from your graveyard to play. Pay 3 life: Untap Solus. Blood Gift 6 Set/Rarity: BANica: City of Guilds Rare 2.)Card Name: Nihhthrak, The Hand of Soluna Cost: 5BB Type: Legendary Creature – Demon Knight Pow/Tgh: 6/5 Rules Text: Flying, First Strike Creatures in your graveyard gain Blood Offering X, where X is their converted mana cost. Pay 2 Life: Black Creatures you control get +1/+1 until end of turn Blood Offering 6 Set/Rarity: BANica: City of Guilds Rare 3.)Card Name: Daearaph, The Mouth of Soluna Cost: 5WW Type: Legendary Creature – Angel Cleric Pow/Tgh: 5/6 Rules Text: Flying, First Strike, Spirit Link Creatures you control gain Spirit Link. Whenever a creature you control is put into a graveyard from play, you may remove it from the game. If you do, you gain life equal to its converted mana cost. Set/Rarity: BANica: City of Guilds Rare 4.)Card Name: Sol Dragon Cost: 5WWW Type: Creature - Dragon Pow/Tgh: 6/6 Rules Text: Flying, First strike, Spirit Link XW, T: You gain X life. Blood Offering 9 Set/Rarity: BANica: City of Guilds Rare 5.)Card Name: Luna Dragon Cost: 5BBB Type: Creature - Dragon Pow/Tgh: 6/6 Rules Text: Flying, Trample, Spirit Link XB, T: Destroy target creature with converted mana cost X. Blood Offering 9 Set/Rarity: BANica: City of Guilds Rare 6.)Card Name: Soluna Twilight Shade Cost: 3BW Type: Creature – Cat Shade Pow/Tgh: 1/1 Rules Text: Fear Pay 2 life: Soluna Twilight Shade gets +1/+1 until end of turn. Sacrifice Soluna Twilight Shade at end of turn. Set/Rarity: BANica: City of Guilds Rare 7.)Card Name: Sun-shadow Cathedral Type: Basic Land – Swamp Plains Rules Text: When Sun-shadow Cathedral comes into play, you may lose 2 life. If you don’t, it comes into play tapped. T: Add W or B to your mana pool. Set/Rarity: BANica: City of Guilds Rare 8.)Card Name: Staff of Solos Cost: 5 Type: Artifact - Equipment Rules Text: Equiped creature gets +0/+2 if it is white, +2/+0 if it is black, and Spirit Link Equiped creature has X, T: This creature deals X damage to target creature and you gain X life. Equip 4 Blood offering 7 Set/Rarity: BANica: City of Guilds Rare 9.)Card Name: Night of Eternal Light Cost: 3WB Type: Enchantment Rules Text: At the end of your turn, you gain life equal to the number of creatures in your graveyard and you lose life equal to the total number of creatures in target opponent’s graveyard. During your upkeep, return a creature card from your graveyard to play. Set/Rarity: BANica: City of Guilds Rare 10.)Card Name: Cleansing Eclipse Cost: 5WB Type: Instant Rules Text: Destroy all creatures. For each creature destroyed this way, you gain 2 life. Set/Rarity: BANica: City of Guilds Rare 11.)Card Name: Breath of Immortality Cost: 4WW Type: Instant Rules Text: You gain life equal to target opponent’s life total. Blood Offering 8 Set/Rarity: BANica: City of Guilds Rare 12.)Card Name: Twilight’s Embrace Cost: X3BW Type: Sorcery Rules Text: Creatures you control get +X/+X until end of turn. Creatures you don’t control get -X/-X until end of turn. Set/Rarity: BANica: City of Guilds Rare Uncommon – 12( 6 Creatures, 1 Land, 1 Artifact, 1 Enchantment, 2 Instants, 1 Sorcery) 13.)Card Name: Soluna Guildmage Cost: (b/w)(b/w) Type: Creature – Cat Cleric Pow/Tgh: 2/2 Rules Text: 3B: Return target creature with converted mana cost 3 or less from your graveyard to your hand. 3W: You gain 3 life. Set/Rarity: BANica: City of Guilds Uncommon 14.)Card Name: Night Demon Cost: 3BB Type: Creature - Demon Pow/Tgh: 4/4 Rules Text: Flying During your upkeep, you may pay X life. If you do, X target creatures get -1/-1 until end of turn. Blood Offering 6 Set/Rarity: BANica: City of Guilds Uncommon 15.)Card Name: Day Angel Cost: 3WW Type: Creature - Angel Pow/Tgh: 3/3 Rules Text: Flying During your upkeep, you may gain X life, where X is the number of creatures in target opponent’s graveyard. Blood Offering 6 Set/Rarity: BANica: City of Guilds Uncommon 16.)Card Name: Soluna Twilight Knight Cost: 3BW Type: Creature – Cat Zombie Knight Pow/Tgh: 4/3 Rules Text: First strike, Spirit Link Blood Offering 6 Set/Rarity: BANica: City of Guilds Uncommon 17.)Card Name: Soluna White Knight Cost: 1WW Type: Creature – Cat Knight Pow/Tgh: 2/3 Rules Text: First Strike, Spirit Link, Protection from black Set/Rarity: BANica: City of Guilds Uncommon 18.)Card Name: Soluna Black Knight Cost: 1BB Type: Creature – Cat Knight Pow/Tgh: 3/2 Rules Text: First Strike, Spirit Link, Protection from white Set/Rarity: BANica: City of Guilds Uncommon 19.)Card Name: Solunnia, Palace of Twilight Type: Land Rules Text: T: Add 1 to your mana pool. 2WB, sacrifice Solunnia, Palace of Twilight: You gain 1 life for each card in your graveyard. Set/Rarity: BANica: City of Guilds Uncommon 20.)Card Name: Soluna Spellbomb Cost: 1 Type: Artifact Rules Text: WW, Sacrifice Soluna Spellbomb: You gain 8 life. BB, Sacrifice Soluna Spellbomb: Destroy target nonblack creature. Set/Rarity: BANica: City of Guilds Uncommon 21.)Card Name: Solus’ Blessing Cost: 3BW Type: Enchant Creature Rules Text: When Solus’ Blessing comes into play, you may return a creature card in your graveyard to your hand. Enchanted creature has WB, T: destroy target tapped creature, you gain life equal to its converted mana cost; or return a creature in your graveyard to your hand, you lose life equal to its converted mana cost. Set/Rarity: BANica: City of Guilds Uncommon 22.)Card Name: Clutch of the Soluna Cost: BW Type: Instant Rules Text: Target Creature gets -2/-2 until end of turn and you gain 2 life. Set/Rarity: BANica: City of Guilds Uncommon 23.)Card Name: Verdict of the Sect Cost: 4WB Type: Instant Rules Text: Destroy target creature. You gain life equal to its converted mana cost. Set/Rarity: BANica: City of Guilds Uncommon 24.)Card Name: Solus’ Grasp Cost: XBW Type: Sorcery Rules Text: Solus’ Grasp deals X damage to target creature or player, and you gain X life. Spend only white or black mana on Solus’ grasp. Blood Offering 3 Set/Rarity: BANica: City of Guilds Uncommon Common – 16( 8 Creatures, 1 Land, 1 Artifact, 3 Enchantments, 3 Sorceries) 25.)Card Name: Soluna Day Disciple Cost: WW Type: Creature – Cat Cleric Pow/Tgh: 1/2 Rules Text: Whenever a creature comes into play, you may gain 1 life. Set/Rarity: BANica: City of Guilds Common 26.)Card Name: Soluna Night Disciple Cost: BB Type: Creature – Cat Cleric Pow/Tgh: 1/2 Rules Text: Whenever a creature is put into a graveyard from play, you may have target opponent lose 1 life. Set/Rarity: BANica: City of Guilds Common 27.)Card Name: Soluna Knight of Light Cost: 2WW Type: Creature – Cat Knight Pow/Tgh: 2/3 Rules Text: First strike, Spirit Link Set/Rarity: BANica: City of Guilds Common 28.)Card Name: Soluna Knight of Darkness Cost: 2BB Type: Creature – Cat Knight Pow/Tgh: 3/2 Rules Text: First strike Blood Offering 4 Set/Rarity: BANica: City of Guilds Common 29.)Card Name: Soluna Sky Rider Cost: 1WW Type: Creature – Cat Knight Pow/Tgh: 1/1 Rules Text: Flying, First strike, Spirit Link Set/Rarity: BANica: City of Guilds Common 30.) Card Name: Soluna Initiate Cost: (b/w) Type: Creature – Cat Zombie Cleric Pow/Tgh: 1/1 Rules Text: Spirit Link Blood Offering 1 Set/Rarity: BANica: City of Guilds Common 31.)Card Name: Soluna Sun Cleric Cost: W Type: Creature – Cat Cleric Pow/Tgh: 1/1 Rules Text: When Soluna Sun Cleric is put into a graveyard from play, you may gain 3 life. Set/Rarity: BANica: City of Guilds Common 32.)Card Name: Soluna Night Cleric Cost: B Type: Creature – Cat Cleric Pow/Tgh: 1/1 Rules Text: When Soluna Night Cleric is put into a graveyard from play, you may have target opponent lose 3 life. Set/Rarity: BANica: City of Guilds Common 33.) Card Name: Soluna Citadel Type: Land Rules Text: Soluna Citadel comes into play tapped. When Soluna Citdael comes into play, return a land card you control to its owner’s hand. T: Add WB to your mana pool. Set/Rarity: BANica: City of Guilds Common 34.) Card Name: Soluna Signet Cost: 2 Type: Artifact Rules Text: T: Add W or B to your mana pool. Set/Rarity: BANica: City of Guilds Common 35.)Card Name: Aura of Twilight Cost: WB Type: Enchant Land Rules Text: Whenever enchanted land is tapped for mana, its controller may add W or B to their mana pool. Enchanted Land has 1, T: Target player gains 2 life or target player loses 2 life. Blood offering 4 Set/Rarity: BANica: City of Guilds Common 36.)Card Name: Daearaph’s Blessing Cost: 3W Type: Enchant Creauture Rules Text: When Daearaph’s Blessing comes into play, you may gain 3 life. Enchanted creature has Spirit Link. Set/Rarity: BANica: City of Guilds Common 37.)Card Name: Nihhthrak’s Blessing Cost: 3B Type: Enchant Creature Rules Text: When Nihhthrak’s Blessing comes into play, Destroy target nonblack creature. Enchanted creature has fear. Set/Rarity: BANica: City of Guilds Common 38.)Card Name: Life Balm Cost: 1W Type: Sorcery Rules Text: You gain 5 life. Set/Rarity: BANica: City of Guilds Common 39.)Card Name: Death Balm Cost: 1B Type: Sorcery Rules Text: Target Player Sacrifices a creature. Set/Rarity: BANica: City of Guilds Common 40.)Card Name: Necromancer’s Chant Cost: X2B Type: Sorcery Rules Text: Return X cards from your graveyard to your hand. Blood Offering 5 Set/Rarity: BANica: City of Guilds Common |
| Two paths diverged in a wood, and I, unaware of the choices presented, wandered through the middle. | |
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| syko | Oct 16 2005, 10:42 AM Post #3 |
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Self-Proclaimed Lord of Pointless Spamming
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Green/Blue – Ixpil: The Ixpil Guild is made up of wizards, elves, and the numerous creatures they create. The solitary Ixpil scientists heartedly believe that there is but one universal truth and goal in life; growth and control (the Ixpil believe this to be one collective goal, not two, and most who have the courage, or ignorance, to disagree are promptly used as creature fodder or sent into the Ǽether, where they find plenty of time to think over the mistake which led to their now being stuck in an empty void.) The Ixpil are masters at creating creatures, making them stronger, and making sure they have no oppostition. They have but one love, and that is increasing the power of creatures, whether natural species or their own twisted creations, and they care about nothing else. While the Ixpil sorcerers themselves are rarely seen, their mutant creations are a common and somewhat startling sight in the city of Ravnica. Citizens know not to cross an Ixpil creature, for it means the wrath of its master. Ixpil sorcerers, while solitary and usually harmless, are among the most feared mages on Ravnica, behind only Surlaw wizards and some of the more 'destructive' mages of other Guilds. And rightly so, for, as the Ixpil scientists themselves can do little in the ways of combat, aside from their ability to make sure they have nothing to combat, their familiars and hordes of genetic creatures can overwhelm most opponents in little time. The Ixpil are also infamous for their vast knowledge and short tempers( another common link to the Surlaw, though it would be unwise to point this out to either of the groups) as well as an overwhelming desire for control, which is evident in their constant battle for the position of Ixpil Archmage. When an Ixpil sorcerer feels they are powerful enough to rule, they challenge the Archmage to a duel between familiars. The winner receives the coveted, yet fairly meaningless title( as Ixpil care little for politics,) and the loser is promptly fed to the Archmage’s familiar, who in turn grows larger and more powerful. The current Archmage, Evolgus the Supreme Biologist, and his Dragon Familiar have held the title for more than 40 years, quite possibly an Ixpil record. But Zelkor, the master Wizard and self-proclaimed Ixpil regulator, has been growing more and more powerful lately, and has set his eye upon the position of Archmage. Keywords: Evolve: Evolve X – Each time a creature that shares a creature type with this creature comes into play under your control, put an evolution counter on this creature. At the beginning of your upkeep, if this creature has X or more evolution counters on it, you may sacrifice it. If you do, put a creature token into play that is a copy of this creature with X +1/+1 counters on it. Decompose: Decompose X – When this creature is put into a graveyard from play, you may remove it from the game. If you do, put X +1/+1 counters on target creature you control. (If a creature with +1/+1 counters on it would be put into a graveyard from play, those counters are not transferred.) Cards - 41(21 Creatures, 3 Lands, 3 Artifacts, 4 Enchantments, 5 Instants, 5 Sorceries)(13 Mono-Green, 11 Mono-Blue, 10 MultiColor, 7 Colorless): Rare - 13(7 Creatures, 1 Land, 1 Artifact, 2 Enchantments, 1 Instant, 1 Sorcery): 1.)Card Name: Evolgus, Ixpil Archmage Cost: 2GU Type: Legendary Creature – Elf Wizard Pow/Tgh: 1/3 Rules Text: When Evolgus, Ixpil Archmage comes into play, choose a creature type and a color. XG, T: Put an X/X creature token into play of the chosen type and color. XU, T: Return target creature with converted mana cost X to its owner's hand. Set/Rarity: BANica: City of Guilds Rare 2.)Card Name: Evolgus' Familiar Cost: 3GU Type: Creature - Dragon Mutant Pow/Tgh: 4/4 Rules Text: Flying Spells you play and activated abilities of permanents you control cost up to GU less. Token Creatures you control get +1/+1. Set/Rarity: BANica: City of Guilds Rare 3.)Card Name: Zelkor, Ixpil Regulator Cost: 4UU Type: Legendary Creature - Wizard Pow/Tgh: 0/2 Rules Text: Tap two untapped creatures you control: Tap target creature. U, Tap an untapped creature you control: Return target creature to its owner's hand. Sacrifice a creature: Draw a card. Set/Rarity: BANica: City of Guilds Rare 4.)Card Name: Zelkor's Familiar Cost: 4U Type: Creature - Drake Pow/Tgh: 3/3 Rules Text: Flying Sacrifice a creature, T: Untap all creatures you control that share a creature type with the sacrificed creature. UU: Target creature you control cannot be the target of spells or abilities until end of turn. Set/Rarity: BANica: City of Guilds Rare 5.)Card Name: Ixpil Bio-Wurm Cost: (g/u)(g/u) Type: Creature - Wurm Mutant Pow/Tgh: 2/2 Rules Text: Evolve 2 Decompose 2 Set/Rarity: BANica: City of Guilds Rare 6.)Card Name: Ixpil Cultivator Cost: 5G Type: Creature - Elf Pow/Tgh: 1/2 Rules Text: Other creatures you control get +1/+1. Token ceatures you control get an additional +1/+1. Creatures you contol have Evolve 2 Set/Rarity: BANica: City of Guilds Rare 7.)Card Name: Segmented Dragon Cost: 4GG Type: Creature - Dragon Mutant Pow/Tgh: 4/4 Rules Text: Flying When Segmented Dragon is put into a graveyard from play, put two 3/3 green Dragon Mutant creature tokens with Flying and Decompose 3 into play under your control. Decompose 4 Set/Rarity: BANica: City of Guilds Rare 8.)Card Name: Cultivated Laboratory Type: Basic Land - Forest Island Rules Text: Cultivated Laboratory comes into play tapped. When Cultivated Laboratory comes into play, you may pay 2 life. If you do, it comes into play untapped. T: Add G or U to your mana pool. Set/Rarity: BANica: City of Guilds Rare 9.)Card Name: Ixpil Bio-Engineering Plant Cost: X2 Type: Artifact Rules Text: Ixpil Bio-Engineering Plant comes into play with X charge counters on it. As Ixpil Bio-Engineering Plant comes into play, choose a creature type and color. 1GU, Remove a charge counter, T: Put X 1/1 creature tokens with the chosen creature type and color into play, where X is the number of charge counters on Ixpil Bio-Engineering Plant. Set/Rarity: BANica: City of Guilds Rare 10.)Card Name: Ixpil Influence Cost: 3GG Type: Enchantment Rules Text: When a creature token comes into play under your control, put a creature token that is a copy of that creature into play. If an effect would place one or more counters on a creature you control, you may put that many counters onto another creature you control. Set/Rarity: BANica: City of Guilds Rare 11.)Card Name: Ixpil Advantage Cost: 2GU Type: Enchantment Rules Text: If you would draw a card, you may instead put a 1/1 creature token into play that is the color and creature type of target creature you control. Set/Rarity: BANica: City of Guilds Rare 12.)Card Name: Ǽether Sweep Cost: X2UU Type: Instant Rules Text: Return all but X target creatures to their owner's hands. Set/Rarity: BANica: City of Guilds Rare 13.)Card Name: Blessing of the Ǽether Cost: 4GU Type: Sorcery Rules Text: Remove all creatures you control from the game. At the beginning of your next upkeep, return those creatures to play. For each token creature returned this way, put a creature token that is a copy of that creature into play. Return all counters removed from the game this way onto any number of traget creatures you control. Set/Rarity: BANica: City of Guilds Rare Uncommon - 13(8 Creatures, 1 Land, 1 Artifact, 2 Instants, 1 Sorcery): 14.)Card Name: Ixpil Guildmage Cost: (g/u)(g/u) Type: Creature - Elf Wizard Pow/Tgh: 2/2 Rules Text: 3G: Put a 1/1 creature token into play of the color and creature type of your choice. 3U: Return target creature to its owner's hand. Set/Rarity: BANica: City of Guilds Uncommon 15.)Card Name: Ixpil Selector Cost: 4G Type: Creature - Elf Pow/Tgh: 2/3 Rules Text: Sacrifice a creature: You gain 2 life. Set/Rarity: BANica: City of Guilds Uncommon 16.)Card Name: Segmented Wurm Cost: 3GG Type: Creature - Wurm Mutant Pow/Tgh: 3/3 Rules Text: When Segmented Wurm is put into a graveyard from play, put two 2/2 green wurm mutant creature tokens with Decompose 2 into play under your control. Decompose 3 Set/Rarity: BANica: City of Guilds Uncommon 17.)Card Name: Enhanced Drake Cost: 3U Type: Creature - Drake Mutant Pow/Tgh: 2/3 Rules Text: Flying Evolve 2 Set/Rarity: BANica: City of Guilds Uncommon 18.)Card Name: Evolgus Apprentice Cost: 2G Type: Creature - Elf Pow/Tgh: 2/3 Rules Text: Tap an untapped creature you control, T: Put a 1/1 token creaature into play of the creature type and color of the tapped creature. Set/Rarity: BANica: City of Guilds Uncommon 19.)Card Name: Zelkor Apprentice Cost: 2U Type: Creature - Wizard Pow/Tgh: 2/3 Rules Text: Tap an untapped creature you control, T: Return target permanent to its owner's hand. Set/Rarity: BANica: City of Guilds Uncommon 20.)Card Name: Ixpil Battle-Snake Cost: 3G Type: Creature - Snake Mutant Pow/Tgh: 5/1 Rules Text: Trample Decompose 2 Set/Rarity: BANica: City of Guilds Uncommon 21.)Card Name: Nameless Mutant Cost: 1UU Type: Creature - Mutant Pow/Tgh: 2/2 Rules Text: Evolve 3 Set/Rarity: BANica: City of Guilds Uncommon 22.)Card Name: Fervank, Tower of Secrets Type: Land Rules Text: T: Add 1 to your mana pool 2GU, T: Choose a creature type. Draw a card for each creature of the chosen type that you control, then discard a card for each creature you control that is not of the chosen creature type. Sacrifice Fervank, Tower of Secrets. Set/Rarity: BANica: City of Guilds Uncommon 23.)Card Name: Ixpil Spellbomb Cost: 1 Type: Artifact Rules Text: GG, Sacrifice Ixpil Spellbomb: Put two 1/1 creature tokens into play of the color and creature type of your choice. UU, Sacrifice Ixpil Spellbomb: Return target permanent to its owner's hand. Set/Rarity: BANica: City of Guilds Uncommon 24.)Card Name: Erase Generation Cost: 3U Type: Instant Rules Text: Choose a creature type. Return all creatures of the chosen type to their owner's hands. Set/Rarity: BANica: City of Guilds Uncommon 25.)Card Name: Ixpil Sagacity Cost: 4GU Type: Instant Rules Text: Draw 3 cards and put 3 1/1 creature tokens into play of the creature type and color of your choice. Set/Rarity: BANica: City of Guilds Uncommon 26.)Card Name: Ixpil Knowledge Cost: 3U Type: Sorcery Rules Text: Reveal the top 5 cards of your library. Put each revealed card that is a creature into your hand and the rest on the bottom of your library in any order. Set/Rarity: BANica: City of Guilds Uncommon Common - 15(6 Creatures, 1 Land, 1 Artifact, 2 Enchantments, 2 Instants, 3 Sorceries): 27.)Card Name: Ixpil Bio-Snake Cost: (g/u) Type: Creature - Snake Mutant Pow/Tgh: 1/1 Rules Text: Evolve 1 Decompose 1 Set/Rarity: BANica: City of Guilds Common 28.)Card Name: Segmented Snake Cost: 1GG Type: Creature - Snake Mutant Pow/Tgh: 2/2 Rules Text: When Segmented Snake is put into a graveyard from play, put two 1/1 green snake mutant creature tokens with Decompose 1 into play under your control. Decompose 2 Set/Rarity: BANica: City of Guilds Common 29.)Card Name: Ixpil Understudy Cost: GU Type: Creature - Elf Wizard Pow/Tgh: 1/1 Rules Text: Creature spells you play cost 1 less to play. Set/Rarity: BANica: City of Guilds Common 30.)Card Name: Enhanced Snake Cost: 2G Type: Creature - Snake Mutant Pow/Tgh: 2/2 Rules Text: Evolve 1 Set/Rarity: BANica: City of Guilds Common 31.)Card Name: Ixpil Drake Cost: 1U Type: Creature - Drake Mutant Pow/Tgh: 1/1 Rules Text: Flying Decompose 1 Set/Rarity: BANica: City of Guilds Common 32.)Card Name: Blasphemous Replicant Cost: 5 Type: Artifact Creature - Mutant Pow/Tgh: 3/3 Rules Text: Evolve 2 Decompose 2 Set/Rarity: BANica: City of Guilds Common 33.)Card Name: Overgrown Library Type: Land Rules Text: Overgrown Library comes into play tapped. When Overgrown Library comes into play, return a land you control to its owner's hand. T: Add GU to your mana pool. Set/Rarity: BANica: City of Guilds Common 34.)Card Name: Ixpil Signet Cost: 2 Type: Artifact Rules Text: 1, T: Add GU to your mana pool. Set/Rarity: BANica: City of Guilds Common 35.)Card Name: Evolgus' Aura Cost: 3G Type: Enchant Creature Rules Text: When evolgus' Aura comes into play, put 2 1/1 token creatures into play of the creature type and color of your choice. Enchanted Creature has: G, T: Put a 1/1 creature token into play of the creature type and color of your choice. Set/Rarity: BANica: City of Guilds Common 36.)Card Name: Zelkor's Aura Cost: 3U Type: Echant Creature Rules Text: When Zelkor's Aura comes into play, you may return target permanent to its owner's hand. Echanted creature has: U, T: Return target creature to its owner's hand. Set/Rarity: BANica: City of Guilds Common 37.)Card Name: Ixpil Control Cost: 2U Type: Instant Rules Text: Return target permanent to its owners hand. If G was spent on this spell, you may put a 1/1 creature token into play of the creature type and color of your choice. Set/Rarity: BANica: City of Guilds Common 38.)Card name: Ixpil Perception Cost: 1GU Type: Instant Rules text: Draw 2 cards or put 3 +1/+1 counters on any number of target creatures you control. Set/Rarity: BANica: City of Guilds Common 39.)Card Name: Ixpil Engineering Cost: 3GG Type: Sorcery Rules Text: Put four 1/1 creature tokens into play of the creature type and color of your choice. Set/Rarity: BANica: City of Guilds Common 40.)Card name: Artificial Creation Cost: 2G Type: Sorcery Rules text: Put two 1/1 creature tokens into play of the creature type and color of your choice. Set/Rarity: BANica: City of Guilds Common 41.)Card name: Bio-Engineering Cost: G Type: Sorcery Rules text: Choose one: Put a 1/1 creature token into play of the creature type and color of your choice; or put a +1/+1 counter on target creature your control. Set/Rarity: BANica: City of Guilds Common |
| Two paths diverged in a wood, and I, unaware of the choices presented, wandered through the middle. | |
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| syko | Oct 16 2005, 10:46 AM Post #4 |
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Self-Proclaimed Lord of Pointless Spamming
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White/Blue/Black/Green - Vrijj: Known simply as the Vrijj, this is one of the guilds of which very little is known. Unlike most other guilds, the Vrijj does not regularly recruit new members; in fact, it does not ever recruit members. This is because the Vrijj is made up entirely of elementals; immortal creatures of concentrated energy and pure mana. Little is known about the Vrijj; what their goals and beliefs are, their standing in Ravnican politics, and who their leader is, if they even have one. The Vrijj, among most Ravnican denizens, is considered to be the oldest guild. Though there are others that have existed longer than it, the Vrijj is unique in being the only guild which has never dwindled in and out of existence. Quite the opposite, in fact, for the Vrijj, from their moment of creation to the present, have always been exactly the same. They have never acted for or against another guild, nor have more than a couple of its members been seen gathered in one place at one time. For this reason, it is barely even considered a guild among the other Ravnican houses, and, if one were to ask any person to name all of the guilds upon Ravnica, more often than not, the Vrijj would be the hardest for them to remember. The ancient Vrijj guild, much like its elemental sentinels, has yet to do anything, and for this reason, it is ignored by the bulk of Ravnican society. The common belief among people who even know of its existence is that if they leave it alone, then the Vrijj will leave them alone. After all, it has existed for longer than most can remember, and has yet to do anything, so why would it do something now? It’s just watching and waiting. This apathetic mentality is the exact reason the Vrijj can be dangerous; after all, they are just watching and waiting, but for what? Well, only the Vrijj truly know. Keyword(s): Epoch –Epoch X – When this permanent has X or more Age counters on it, it gains [ability]. (The ability will be different for each card, and will be specified on that card. Epoch is similar to threshold; just it cares about counters instead of cards in the graveyard.) Cards - 30( 16 Creatures, 2 Lands, 2 Artifacts, 7 Enchantments, 1 Instant, 2 Sorceries): Rares - 9(6 Creatures, 1 Land, 2 Enchantments): 1.)Card Name: Vrijj, Elemental of Time Cost: 2WUBG Type: Legendary Creature - Elemental Pow/Tgh: 0/6 Rules Text: Defender At the beginning of your upkeep, put an age counter on all permanents with Epoch that you control. T: Move an age counter from target permanent you control to another permanent you control. Epoch 6 – 2, Remove an age counter from a permanent you control: Choose one: Target player loses 1 life, you gain 1 life, or target creature gets +1/+1 until end of turn. Set/Rarity: BANica: City of Guilds Rare 2.)Card Name: Elemental of Life's Haven Cost: 3WUBG Type: Creature - Elemental Pow/Tgh: 0/3 Rules Text: Defender, Indestructible Whenever a creature you control is put into a graveyard from play, you may pay 3. If you do, return that creature to your hand and put an age counter on Elemental of Life's Haven. Epoch 4 - Creatures you control have protection from all colors and cannot be the target of spells or abilities your oponnents control. Set/Rarity: BANica: City of Guilds Rare 3.)Card Name: Earth Elemental Cost: 5GG Type: Creature - Elemental Pow/Tgh: 4/4 Rules Text: Trample Whenever a land comes into play, put an age counter on Earth Elemental. Epoch 5 - Earth Elemental gets +3/+3 and 'Whenever this creature deals combat damage to a player, put that many 1/1 green elemental creature tokens into play'. Set/Rarity: BANica: City of Guilds Rare 4.)Card Name: Water Elemental Cost: 5UU Type: Creature - Elemental Pow/Tgh: 4/4 Rules Text: Flying Whenever you draw a card, put an age counter on Water Elemental. Epoch 5 - Water Elemental gets +1/+2 and 'Whenever this creature deals combat damage to a player, you may return a creature to its owner's hand'. Set/Rarity: BANica: City of Guilds Rare 5.)Card Name: Light Elemental Cost: 5WW Type: Creature - Elemental Pow/Tgh: 4/4 Rules Text: Vigilance Whenever a player gains life, put an age counter on Light Elemental. Epoch 5 - Light Elemental gets +1/+4 and 'Whenever this creature deals combat damage to a player, you may gain that much life'. Set/Rarity: BANica: City of Guilds Rare 6.)Card Name: Shadow Elemental Cost: 5BB Type: Creature - Elemental Pow/Tgh: 4/4 Rules Text: BB: Regenerate Shadow Elemental Whenever a player loses life, put an age counter on Shadow Elemental. Epoch 5 - Shadow Elemental gets +2/+2 and 'Whenever this creature deals combat damage to a player, you may return target creature card from your graveyard to your hand'. Set/Rarity: BANica: City of Guilds Rare 7.)Card Name: Crystalline Fortress Type: - Land Rules Text: When Crystalline Fortress comes into play, you may pay 2 life. If you dont, it comes into play tapped. T: Add 1 to your mana pool. T: Put an age counter on Crystalline fortress Epoch 3 - T: Add two mana in any combination of WUBG to your mana pool. Set/Rarity: BANica: City of Guilds Rare 8.)Card Name: Essence of Eternity Cost: WUBG Type: Enchantment Rules Text: If Essence of Eternity would be put into a graveyard from play, instead shuffle it back into your library. At the beginning of your upkeep, put an age counter on Essence of Eternity. Epoch 15 - You win the game. Set/Rarity: BANica: City of Guilds Rare 9.)Card Name: Interlude of Suspension Cost: 2WUBG Type: Enchantment Rules Text: At the beginning of each player’s upkeep, that player puts an age counter on a permanent they control. Sacrifice a permanent: Choose one: Put X age counters onto target permanent; or remove X age counters from target permanent, where X is the number of age counters on the sacrificed permanent. Epoch 10 – Sacrifice Interlude of Suspension: Destroy all permanents without age counters on them. Set/Rarity: BANica: City of Guilds Rare Uncommon - 10 Cards( 4 Creatures, 1 Land, 1 Artifact, 1 Enchantment, 1 Instant, 2 Sorceries) 10.)Card Name: Elemental of Life’s Light Cost: WBG Type: Creature - Elemental Pow/Tgh: 2/2 Rules Text: Whenever you play a white, black, or green spell, put an age counter on Elemental of Life’s Light. Epoch 3 – WBG, Sacrifice this card: You gain 4 life, then you may have target player lose 2 life or search your library for a basic land card, put it into play tapped, then shuffle your library. Set/Rarity: BANica: City of Guilds Uncommon 11.)Card Name: Elemental of Time’s Current Cost: WUB Type: Creature - Elemental Pow/Tgh: 2/2 Rules Text: Whenever you play a white, blue, or black spell, put an age counter on Elemental of Time’s Current. Epoch 3 – WUB, Sacrifice this card: You draw 2 cards, then you may gain 2 life or have target opponent lose 2 life. Set/Rarity: BANica: City of Guilds Uncommon 12.)Card Name: Elemental of Nature’s Loam Cost: WUG Type: Creature - Elemental Pow/Tgh: 2/2 Rules Text: Whenever you play a white, blue, or green spell, put an age counter on Elemental of Nature’s Loam. Epoch 3 – WBG, Sacrifice this card: Search your library for two basic land cards, put them into play tapped, then shuffle your library, then you may gain 2 life or draw a card. Set/Rarity: BANica: City of Guilds Uncommon 13.)Card Name: Elemental of Death’s Silhouette Cost: UBG Type: Creature - Elemental Pow/Tgh: 2/2 Rules Text: Whenever you play a blue, black, or green spell, put an age counter on Elemental of Death’s Silhouette. Epoch 3 – UBG, Sacrifice this card: Target opponent loses 4 life, then you may draw a card or search your library for a basic land card, put it into play tapped, then shuffle your library. Set/Rarity: BANica: City of Guilds Uncommon 14.)Card Name: Gemstone Citadel Type: Land Rules Text: T: Add 1 to your mana pool. WUBG: Gemstone Citadel becomes an X/X elemental creature until end of turn, where X is the number of age counters on target permanent you control. Its still a land. Set/Rarity: BANica: City of Guilds Uncommon 15.)Card Name: Vrijj Vault of Energy Cost: 1 Type: Artifact Rules Text: Vrijj Vault of Energy comes into play tapped. 2, Sacrifice Vrijj Vault of Energy, T: Add 3 mana of any combination of colors to your mana pool or put 2 age counters on any permanent you control. Set/Rarity: BANica: City of Guilds Uncommon 16.)Card Name: Test of Time Cost: 4WU Type: Enchantment Rules Text: All creatures have defender. 4: Target creature loses defender until end of turn. Any player may play this ability. Set/Rarity: BANica: City of Guilds Uncommon 17.)Card Name: Vrijj Deception Cost: 4 Type: Instant Rules Text: You may not spend red mana on this spell. If you spent W to play this spell, you gain 2 life. If you spent U to play this spell, draw a card. If you spent B to play this spell, target player loses 2 life. If you spent G to play this spell, put a 1/1 colorless Elemental creature token into play. Set/Rarity: BANica: City of Guilds Uncommon 18.)Card Name: Moment of Augmentation Cost: 4WG Type: Sorcery Rules Text: Put 3 age counters on any number of target permanents you control. For each permanent that received age counters in this way, put a 1/1 colorless elemental creature token into play under your control. Set/Rarity: BANica: City of Guilds Uncommon 19.)Card Name: Moment of Decay Cost: 4UB Type: Sorcery Rules Text: Distribute three -1/-1 counters onto any number of creatures. For each creature that got -1/-1, you may return a creature to its owner’s hand. Set/Rarity: BANica: City of Guilds Uncommon Common - 11 (6 Creatures, 1 artifact, 4 Enchantments) 20.)Card Name: Elemental of Light Shadows Cost: WB Type: Creature - Elemental Pow/Tgh: 0/3 Rules Text: Defender When this creature would be put into a graveyard from play, target player loses 2 life and you gain 2 life. Set/Rarity: BANica: City of Guilds common 21.)Card Name: Elemental of Sparkling Seas Cost: WU Type: Creature - Elemental Pow/Tgh: 0/3 Rules Text: Defender When this creature would be put into a graveyard from play, you draw a card and gain 2 life. Set/Rarity: BANica: City of Guilds common 22.)Card Name: Elemental of Glittering Soil Cost: WG Type: Creature - Elemental Pow/Tgh: 0/3 Rules Text: Defender When this creature would be put into a graveyard from play, you gain 2 life and search your library for a basic land card, put that card into play tapped, then shuffle your library. Set/Rarity: BANica: City of Guilds common 23.)Card Name: Elemental of Dark Oceans Cost: UB Type: Creature - Elemental Pow/Tgh: 0/3 Rules Text: Defender When this creature would be put into a graveyard from play, you draw a card and target opponent loses 2 life. Set/Rarity: BANica: City of Guilds common 24.)Card Name: Elemental of Crystal Dew Cost: UG Type: Creature - Elemental Pow/Tgh: 0/3 Rules Text: Defender When this creature would be put into a graveyard from play, you draw a card, then search your library for a basic land card, put that card into play tapped, and shuffle your library Set/Rarity: BANica: City of Guilds common 25.)Card Name: Elemental of Gloomy Dust Cost: BG Type: Creature - Elemental Pow/Tgh: 0/3 Rules Text: Defender When this creature would be put into a graveyard from play, target opponent loses 2 life and you search your library for a basic land card, put that card into play tapped, then shuffle your library Set/Rarity: BANica: City of Guilds common 26.)Card Name: Vrijj Time Capsule Cost: 1 Type: Artifact Rule Text: 1, T: put an age counter on Vrijj Time Capsule. Epoch 3 – Sacrifice Vrijj Time Capsule, T: Add WUGB to your mana pool. Set/Rarity: BANica: City of Guilds Common 27.)Card Name: Light’s Authority Cost: 1W Type: Enchant Land Rule Text: Whenever enchanted land is tapped for mana, its controller adds W to his or her mana pool. Enchanted land has: W, T: put an age counter on target permanent you control. Set/Rarity: BANica: City of Guilds Common 28.)Card Name: Water’s Aptitude Cost: 1U Type: Enchant Land Rule Text: Whenever enchanted land is tapped for mana, its controller adds U to his or her mana pool. Enchanted land has: U, T: put an age counter on target permanent you control. Set/Rarity: BANica: City of Guilds Common 29.)Card Name: Shadow’s Superiority Cost: 1B Type: Enchant Land Rule Text: Whenever enchanted land is tapped for mana, its controller adds B to his or her mana pool. Enchanted land has: B, T: put an age counter on target permanent you control. Set/Rarity: BANica: City of Guilds Common 30.)Card Name: Earth’s Influence Cost: 1G Type: Enchant Land Rule Text: Whenever enchanted land is tapped for mana, its controller adds W to his or her mana pool. Enchanted land has: G, T: put an age counter on target permanent you control. Set/Rarity: BANica: City of Guilds Common |
| Two paths diverged in a wood, and I, unaware of the choices presented, wandered through the middle. | |
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| Chal'ocks Kyntxisson | Oct 16 2005, 05:03 PM Post #5 |
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ModCon Champion YMTC 2005
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Red/Blue- Surlaw Council Rumor has it that the members of the Surlaw were once powerful and wise wizards. With time and selective breedng based on the two founding notions that members of the Surlaw can only marry other members of the Surlaw and that anyone who refuses to give up a major body part on becoming a member will be denied the right to enter (rumour suggests that the founder of the guild enjoyed strong drink and smoked money), the current Surlaw Council consists of wizards who would be described as "wise" the same day that the leaders of the Golgari would be described as "nice". However, time has not dulled the power of these wizards; it has in fact increased it. The mages of the council each have immensely powerful spells, and it has been said that to enter into a wizard's dual with a Surlaw is the most efficient way to commit suicide in Ravnica, perhaps trumped by jumping off their Tower of Secrets, a feat attempted by a few Surlaw themselves. The wizards believe in vast accumulation of knowledge, and the huge library in the Tower is the largest on Ravnica. However, this knowledge is used however the particular wizard sees fit, and most of the actions of the Council are decided on impulse (with much arguing and blowing-up amongst the council members). Still, the Surlaw Council is a force to be reckoned with, and the highest mages from the top of the tower remind the city of this constantly by burning down a district here, flooding a district there, unleashing a plague of dragons everywhere, or more frequently all three. Keywords: Burn- Deal X damage to target creature or player (Shock would read "Burn 2") Magecraft- Play this spell only in response to a spell another player casts. This spell cannot be responded to. Cards: Common AEther Response u Instant Magecraft Return target creature to its owner's hand. Burn the Tide rruu Sorcery Destroy target land. Return target creature to its owner's hand. Flying Goblin 1ru Creature- Goblin Flying 2/2 Inept Wizard (r/u) Creature- Human Wizard Inept Wizard doesn't untap during its owner's untap step. 2: Untap Inept Wizard. 2/2 Prodigal Shaman 1ru Creature- Human Shaman Tap: Burn 1 U, Tap: Draw a card. 0/1 Shocking Response r Instant Magecraft Burn 2 Surlaw Embermage 1r Creature- Human Wizard You may play Surlaw Embermage any time you could play an instant. Magecraft When Surlaw Embermage comes into play, burn 2. 1/1 Surlaw Library Tower Land Surlaw Library Tower comes into play tapped. When Surlaw Library Tower comes into play, return a land you control to its owner’s hand. Tap: Add RU to your mana pool. Surlaw Reflexes 2ru Instant Magecraft Counter target spell. Burn 2. Surlaw Researcher 1u Creature- Human Wizard You may play Surlaw Researcher any time you could play an instant. Magecraft When Surlaw Researcher comes into play, draw a card. 1/1 Surlaw Signet 2 Artifact 1, Tap: Add RU to your mana pool. Uncommon Aura of Betrayal 1uu Enchantment- Aura Enchant Creature You may play Aura of Betrayal any time you could play an instant. Magecraft When enchanted creature would be put into a graveyard from play, return it to play under your control. Consuming Intellect 1XUUU Instant Draw X cards. If R was used to play Consuming Intellect, deal X damage to target creature. Consuming Madness 5R Instant Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn. If U was used to play Consuming Madness, the effects of this card don't end at end of turn. Explosive Aura 2r Enchantment- Aura Enchant Creature You may play Explosive Aura any time you could play an instant. Magecraft When enchanted creature is put into a graveyard from play, burn 4. Fires Born of Water 1rru Instant Magecraft Burn 4. Draw 5 cards, then discard all but one card from your hand. Mana Mishap 1uu Instant Counter target spell. Add RRRRR to your mana pool. Foolish Burn-Mage 1ru Creature- Goblin Wizard Foolish Burn-Mage attacks each turn if able. U: Foolish Burn-Mage gains defender until end of turn. R, T: Burn 2. Play this ability only during your second main phase. Surlaw Guildmage (r/u) (r/u) Creature- Human Wizard 2U: Return target creature to its owner's hand. 1R: Burn 1. 2/2 Yemon, Tower of Secrets Land Tap: Add 1 to your mana pool. Tap, 2RU, Name a Card: Target player reveals their hand. If the named card is in their hand, Burn 2. Rare Age-Old Wyrm 4(r/u)(r/u)(r/u) Creature- Dragon Lord Flying Age-Old Wyrm is unblockable. 5/5 Channel Knowledge ru Sorcery Tap all untapped non-land permanents you control, then tap up to that many non-land permanents. Crazed Mage rr Creature- Human Wizard You may play Crazed Mage any time you could play an instant. Magecraft, Haste Tap: Target creature gains Haste, First Strike, or "1R: This creature gets +1/+0 until end of turn" until end of turn. 1/1 Eb-titel, Grand Mage of the Surlaw 2rruu Legendary Creature- Human Goblin Wizard You may play Eb-titel any time you could play an instant. Magecraft Tap: Burn 2 RRUU, Counter target noncreature spell: Untap Eb-titel. 1/3 Explosive Thought Canister 4 Artifact If you would draw a card, you may skip that draw. If you do, put a charge counter on Explosive Thought Canister, and if Explosive Thought Canister has 3 or more charge counters on it, sacrifice it unless you pay 1RU. When Explosive Thought Canister is put into a graveyard from play, deal X damage to each creature and each player and draw X cards, where X is the number of charge counters on Explosive Thought Canister. Plague of Dragons 2rruu Instant Magecraft Remove all creatures you control from the game. Put that many 5/5 red and blue Dragon creature tokens with haste, flying, and "Whenever this would deal combat damage to a player, instead destroy a land that player controls" into play. At end of turn, remove them from the game and return all creatures removed with Plague of Dragons to play. Tempering River Land- Mountain Island (tap: Add R or U to your mana pool) As Tempering River comes into play, you may pay 2 life. If you don’t, Tempering River comes into play tapped instead. Twirling Mage uu Creature- Human Wizard You may play Twirling Mage any time you could play an instant. Magecraft, Haste Tap: Tap or untap target creature. 1/2 Ylontek, Battle-Mage 3ru Legendary Creature- Human Wizard Warrior Haste Tap: Burn 2 Tap: Return target creature to its owner's hand. 4/1 Commons ![]() ![]() ![]() ![]() ![]() Uncommons ![]() Rares ![]() ![]()
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"To be is to do" - Socrates "To do is to be" - Jean-Paul Satre "Do be do be do" - Frank Sinatra R.I.P. Frank Lapidus. -Me | |
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| syko | Oct 19 2005, 03:46 PM Post #6 |
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Self-Proclaimed Lord of Pointless Spamming
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Red/Black/Green – Shayirpnth The Shayirpnth Guild is made up of three different clans of lizard beings; The Fyayre clan, the Shaddouw clan, and the Ayirth clan. For this reason, it is often considered among common Ravnicans to be not one guild, but three. While this idea is technically incorrect, it is a more accurate depiction of the guild as a whole. The three clans have been fighting for control of the guild ever since the Guildpact, which united them together under one banner, against mostly everyone’s wishes. While each clan is made up of the same species of reptilian creatures, Shayirpnths, they each hold different values and ideas that are separate from the other clan’s beliefs. While this constant quarreling and war between the clans would have destroyed most guilds, the Shayirpnth has survived because there always seems to be a strong leader at its head who recognizes the importance of unity, and thus keeps the clans from destroying each other. Up until a while ago, the strong and ambitious Overseer Touthh had ruled the Guild, helping to patch up problems between the separate clans and increase the sense of unity among the Guild. Unfortunately, Overseer Touthh was killed mysteriously, whether by another guild or by one of the clan leaders is unknown, though it is commonly believed he was assassinated for political reasons. Though the cause of death and guilty party are unknown, it is obvious what the motive was; whoever had Touthh killed did not like the work he was doing to bring the clans together and unite the Guild. Now the clans have resumed their fighting, and each respective leader aims to either seize the title of Overseer of the Shayirpnth, or to destroy the Guild entirely, and make their own guild. In the chaos caused by the three clans, a new Shayirpnth leader has emerged, and he aims to not only claim Overseer for himself, but to slay the three clan leaders and seize their positions, effectively securing his place as supreme ruler of the Shayirpnth. Inter-guild politics aside, the Shayirpnth are known for their harsh and aggressive natures, and it shows in almost everything they do. The Fyayre clan is known best for its competent and highly destructive mages, who not only want to burn anything that disagrees with them, but often have the means to do it. The Ayirth clan, while having a respect for nature and the cycle of life, are perhaps the most brutal of the three clans. Ayirth Shayirpnth are born naturally fit and strong, and are some of the most powerful races on Ravnica. The Shaddouw clan, while not as aggressive as the other two, is no slouch in the ways of hostility. Though they are less physically adept at fighting or casting magic, they are the most intelligent of the clans, and often use it their advantage. Keyword(s): Flanking X – Whenever a creature without flanking is assigned to block this creature, the blocking creature gets -X/-X until end of turn. (Just wanted to give flanking a comeback, though it needed a little more.) Seeker – If this creature would deal combat damage to a player, you may have this creature deal damage equal to its power to target creature instead. Cards - : Rares - 1.)Card Name: Raeszurr, the Dragon’s Breath Cost: 3RBG Type: Legendary Creature - Lizard Pow/Tgh: 4/4 Rules Text: Flanking 2 BG, Sacrifice a creature: Target creature gets +2/+2 until end of turn and another target creature gets -2/-2 until end of turn. R: Raeszurr, the Dragon’s Breath gets +1/+0 until end of turn. Set/Rarity: BANica: City of Guilds Rare 2.)Card Name: Bhlayisze, the Fyayre Meteor Cost: 4RR Type: Legendary Creature – Lizard Lord Pow/Tgh: 4/2 Rules Text: Haste Other red creatures get +1/+1. Non-red creatures get -1/-1. RRR: Byplayisze, Fyayre Fire-Chief deals damage equal to its power to target creature or player. Set/Rarity: BANica: City of Guilds Rare 3.)Card Name: Daurckh, the Shaddouw Moon Cost: 4BB Type: Legendary Creature – Lizard Lord Pow/Tgh: 3/4 Rules Text: Other black creatures get +1/+1. Non-black creatures get -1/-1. 1B: Regenerate Daurckh, the Shaddouw Moon. BBB: Destroy target non-black creature. Set/Rarity: BANica: City of Guilds Rare 4.)Card Name: Vyynne, the Ayirth Tree Cost: 4GG Type: Legendary Creature – Lizard Lord Pow/Tgh: 5/4 Rules Text: Flanking 2, Provoke Other green creatures get +1/+1. Non-green creatures get -1/-1 GGG: Creatures you control get +1/+1 and gain trample until end of turn. Set/Rarity: BANica: City of Guilds Rare |
| Two paths diverged in a wood, and I, unaware of the choices presented, wandered through the middle. | |
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| Peter Griffin | Oct 19 2005, 10:06 PM Post #7 |
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Administrator of the Year: 2005, 2006, 2007, 2008, 2009
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Mono-black (occasionally) - Pour Voler guild Idea: A mono-coloured guild, who's main focus is indepentency(sp?) and decpection. This means it will be a black guild, not a dark guild, but a deceptive guild. Even though its mono-coloured, it dosen't mean all the cards will be so. The guild is not afraid to incorpoprate itself into other guilds, even if the other guild does not know. This means that there could be quite a few gold cards that seem like they should belong in another guild, but are infact incorperated into the Pour Voler guild. The guilds mechanics also follow this guidline. Mechanics will have very random results, the outcome will either be very bad, or very good. The guild is a guild that takes chances, and has been notrious for screwing things up, or becoming incrediebly lucky. Mechanics: Slapdash 1,2, or 3 - (Look at the top 1,2, or 3 cards of your opponets library, if any of them share a color with any card you control you lose 2 life, if they don't, you draw a card, and target player loses 1 life.) This mechanic's cost I guess will be determined on Casting cost, P/T, etc...basically to make the card balanced or not. Mezmerize-(Discard this card, at the end of your next turn you may put this card into play tapped. Then flip a coin, if its heads this card gets +3/+3, if tails this card gets -2/-2. This effect does not end at the end of the turn.) Transport-(Discard this card. You may put this card into play anytime you could play an instant.) Pour Voler guild Cards: 1. Sinister Spy GW1 Creature-Human 3/3 Uncommon 2. Pour Voler Guildmage 4BB Legendary Creature-Human Mezmerize-(Discard this card, at the end of your next turn you may put this card into play tapped. Then flip a coin, if its heads this card gets +3/+3, if tails this card gets -2/-2. This effect does not end at the end of the turn.) 2B: Target player discards a card 3/3 Rare 3. Secerts of the Tomar BW Instant Destroy target non black, non white creature. The use of spells is a very tricky thing for the Pour Voler guild, but when they master it they can be anybody they want when they want to be. Common 4. Street Sweeper 1B Creature-Human 1/2 Common 5. The Jewel of Deception 4 Artifact 3B: You gain control of target creature until end of turn. That creature gets -2/-2. uncommon |
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Deep Thoughts By Peter Griffin What the heck is a turtle dove? Obama '08
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| syko | Oct 20 2005, 07:26 PM Post #8 |
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Self-Proclaimed Lord of Pointless Spamming
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Due to the induction of the new BANica forum, please post any future guilds in that instead of this thread, thank you. |
| Two paths diverged in a wood, and I, unaware of the choices presented, wandered through the middle. | |
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1:26 PM Jul 11