The stars are training grounds. The circles are places of power. Finally the triangles are mage towers.
Each player picks a shard. Each player makes a 60 card deck and 15 card sideboard. You may only use commons of your shard from Shards of Alara at first (there will be a list at the end of the post detailing which commons are in which shard), more cards will become availible as time passes and through conquest. The campaign begins at the beginning of the Conflux, so at the start of the campaign the neighbouring shards will bleed into one another and you will gain territory in the two shards either side of you. Likewise they will gain territory in your shard. From there you can start the battle for Alara. You might seek simply to expunge the intetruders from your home or to conquer the new lands.
A battle is a best of three match against another player. If you win 2-1 you may claim 3 territories. If you win 2-0 you may claim 6 territories. Note because of Grixis's larger size a 2-1 win in Grixis claims 4 territories ands a 2-0 win claims 8. Simillarly because of Esper's smaller size a 2-1 win in Esper claims 2 territories and a 2-0 win claims 4 territories. You can only take territory off a shard by beating someone of that shard. If you play someone who is not next to any off your territory you instead get conquest points, 1 for a 2-1 win and 2 for a 2-0 win, which can be used to fortify territory or to launch new invasions.
I will allow 2HG, 3HG, Emperor and Chaos multiplayers to count for the campaign, but will deal with them on an indivudual basis.
To fortify you spend a conquest point to increase the value of a territory that isn't a training grounds, place of power or mage tower to 2. Territories cannot be further fortifide by spending more conquest points on them. To invade a new shard you must have no territory on the shard and be able to reach it and spend 8 conquest points.
Training Grounds, Places of Power and Mage Towers:
To capture a training ground, place of power or mage tower you must be next to it a launch a dedicated attack. This is declared before the battle. In a dedicated attack against an unsurrounded training ground, place of power or mage tower you must win 2-0 to capture it. If you have surrounded the training grounds, place of power or mage tower then you only need to win 2-1 to capture it. Unlike elsewhere training grounds, places of power and mage towers are controlled by individuals rather than sides. If you want to take a training ground, place of power or mage tower off someone on your team you can by playing them and beating them, either 2-1 or 2-0. If you control a training ground not on your shard you may add a Battlemage of your shard to your deck. If you control a place of power not on your shard you may add a triple land of your shard to your deck. If you control a mage tower not on your shard you may add a Charm of you shard to your deck.
Card Pools:
Here's a list of which common belongs to which shard.
Bant:
Akrasan Squire
Angelsong
Bant Panorama
Call to Heel
Cancel
Court Archers
Deft Duelist
Excommunicate
Guardians of Akrasa
Hindering Light
Jhessian Lookout
Knight of the Skyward Eye
Obelisk of Bant
Outrider of Jhess
Resounding Silance
Sighted-Caste Sorcerer
Sigil Blessing
Steward of Valeron
Tortoise Formation
Waveskimmer Aven
Welkin Guide
Esper:
Cloudheath Drake
Coma Veil
Courier's Capsule
Dispeller's Capsule
Esper Panorama
Etherium Sculptor
Executionar's Capsule
Glaze Fiend
Marble Chalice
Obelisk of Esper
Oblivion Ring
Onyx Goblet
Resounding Wave
Sanctum Gargoyle
Spell Snip
Steelclad Serpent
Tisdehollow Strix
Vectis Silencers
Windwright Mage
Grixis:
Agony Warp
Banewasp Affliction
Blightning
Bone Splinters
Cathartic Adept
Dreg Reaver
Dregscape Zombie
Grixis Panorama
Incurable Ogre
Kathari Screecher
Kederekt Creeper
Lightning Talons
Obelisk of Grixis
Resounding Scream
Shadowfeed
Shore Snapper
Skeletal Kathari
Undead Leotau
Viashino Skeleton
Viscera Dragger
Vithian Stinger
Jund:
Blister Beetle
Bloodpyre Elemental
Branching Bolt
Carrion Thrash
Deathgreeter
Dragon Fodder
Goblin Deathraiders
Goblin Mountaineer
Hissing Iguanar
Jund Panorama
Magma Spray
Obelisk of Jund
Resounding Thunder
Rip-Clan Crasher
Savage Hunger
Thorn-Thrash Viashino
Volcanic Submersion
Naya:
Bloodthorn Taunter
Cavern Thoctar
Cylian Elf
Druid of the Anima
Elvish Visionary
Gift of the Gargantuan
Goodtoucher
Gustrider Exuberant
Jungle Weaver
Lush Growth
Mosstodon
Naturalize
Naya Panorama
Obelisk of Naya
Rakeclaw Gargantuan
Relic of Progenitus
Resounding Roar
Ridge Rannet
Soul's Fire
Soul's Grace
Soul's Might
Wild Nacatal
Yoked Plowbeast
Each player picks a shard. Each player makes a 60 card deck and 15 card sideboard. You may only use commons of your shard from Shards of Alara at first (there will be a list at the end of the post detailing which commons are in which shard), more cards will become availible as time passes and through conquest. The campaign begins at the beginning of the Conflux, so at the start of the campaign the neighbouring shards will bleed into one another and you will gain territory in the two shards either side of you. Likewise they will gain territory in your shard. From there you can start the battle for Alara. You might seek simply to expunge the intetruders from your home or to conquer the new lands.
A battle is a best of three match against another player. If you win 2-1 you may claim 3 territories. If you win 2-0 you may claim 6 territories. Note because of Grixis's larger size a 2-1 win in Grixis claims 4 territories ands a 2-0 win claims 8. Simillarly because of Esper's smaller size a 2-1 win in Esper claims 2 territories and a 2-0 win claims 4 territories. You can only take territory off a shard by beating someone of that shard. If you play someone who is not next to any off your territory you instead get conquest points, 1 for a 2-1 win and 2 for a 2-0 win, which can be used to fortify territory or to launch new invasions.
I will allow 2HG, 3HG, Emperor and Chaos multiplayers to count for the campaign, but will deal with them on an indivudual basis.
To fortify you spend a conquest point to increase the value of a territory that isn't a training grounds, place of power or mage tower to 2. Territories cannot be further fortifide by spending more conquest points on them. To invade a new shard you must have no territory on the shard and be able to reach it and spend 8 conquest points.
Training Grounds, Places of Power and Mage Towers:
To capture a training ground, place of power or mage tower you must be next to it a launch a dedicated attack. This is declared before the battle. In a dedicated attack against an unsurrounded training ground, place of power or mage tower you must win 2-0 to capture it. If you have surrounded the training grounds, place of power or mage tower then you only need to win 2-1 to capture it. Unlike elsewhere training grounds, places of power and mage towers are controlled by individuals rather than sides. If you want to take a training ground, place of power or mage tower off someone on your team you can by playing them and beating them, either 2-1 or 2-0. If you control a training ground not on your shard you may add a Battlemage of your shard to your deck. If you control a place of power not on your shard you may add a triple land of your shard to your deck. If you control a mage tower not on your shard you may add a Charm of you shard to your deck.
Card Pools:
Here's a list of which common belongs to which shard.
Bant:
Akrasan Squire
Angelsong
Bant Panorama
Call to Heel
Cancel
Court Archers
Deft Duelist
Excommunicate
Guardians of Akrasa
Hindering Light
Jhessian Lookout
Knight of the Skyward Eye
Obelisk of Bant
Outrider of Jhess
Resounding Silance
Sighted-Caste Sorcerer
Sigil Blessing
Steward of Valeron
Tortoise Formation
Waveskimmer Aven
Welkin Guide
Esper:
Cloudheath Drake
Coma Veil
Courier's Capsule
Dispeller's Capsule
Esper Panorama
Etherium Sculptor
Executionar's Capsule
Glaze Fiend
Marble Chalice
Obelisk of Esper
Oblivion Ring
Onyx Goblet
Resounding Wave
Sanctum Gargoyle
Spell Snip
Steelclad Serpent
Tisdehollow Strix
Vectis Silencers
Windwright Mage
Grixis:
Agony Warp
Banewasp Affliction
Blightning
Bone Splinters
Cathartic Adept
Dreg Reaver
Dregscape Zombie
Grixis Panorama
Incurable Ogre
Kathari Screecher
Kederekt Creeper
Lightning Talons
Obelisk of Grixis
Resounding Scream
Shadowfeed
Shore Snapper
Skeletal Kathari
Undead Leotau
Viashino Skeleton
Viscera Dragger
Vithian Stinger
Jund:
Blister Beetle
Bloodpyre Elemental
Branching Bolt
Carrion Thrash
Deathgreeter
Dragon Fodder
Goblin Deathraiders
Goblin Mountaineer
Hissing Iguanar
Jund Panorama
Magma Spray
Obelisk of Jund
Resounding Thunder
Rip-Clan Crasher
Savage Hunger
Thorn-Thrash Viashino
Volcanic Submersion
Naya:
Bloodthorn Taunter
Cavern Thoctar
Cylian Elf
Druid of the Anima
Elvish Visionary
Gift of the Gargantuan
Goodtoucher
Gustrider Exuberant
Jungle Weaver
Lush Growth
Mosstodon
Naturalize
Naya Panorama
Obelisk of Naya
Rakeclaw Gargantuan
Relic of Progenitus
Resounding Roar
Ridge Rannet
Soul's Fire
Soul's Grace
Soul's Might
Wild Nacatal
Yoked Plowbeast
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