Tumgik
#mirroden
markrosewater · 11 months
Note
I don't understand all the hate for UB. Magic's shtick is that we jump from one setting to another. I don't see how having LotR & WH40k on the same table is all that different from having Mirroden and Innistrad on the same table.
Diversity of expression is one of Magic’s strengths.
76 notes · View notes
original-magic-baby · 4 years
Text
Serum Visions
By Kristina Collantes
43 notes · View notes
Text
Card of the Day: Auriok Steelshaper
Tumblr media
                                                Auriok Steelshaper
1 note · View note
Text
I think Mirroden was worse before it got so Phyrexy
4 notes · View notes
inventors-fair · 4 years
Photo
Tumblr media Tumblr media Tumblr media
FORGING AHEAD
Here’s our winners of the New Metal contest!
Mechanical Winner: Mage-Ring Saboteur by @ irenefondorn Simple Technicality. This is such a beautifully made engine for an artifact deck dipping their toes into the UBx artifact deck. The first ability triggers off of the activation of the second, letting you get a scry before you draw and discard, while putting light pressure on your opponent. This is a fantastic design of a mechanics-forward signpost uncommon. Great work.
Legendary Winner” Lambick the Reborn by @teaxch While mono-white commanders that deal in equipment are a dime a dozen, Lambick is the only one that brings her own personal armoury! Lambick can apply some VERY early game pressure, and apparently death is only the beginning as Lambick refines her swords every time you cast her, Making Certain cards like Fencing Ace and Mirroden Crusader into potentially lethal threats. A very cool design, well done.
Flavour Winner: Gravel-Hide Salvagecrafter by @demimonde-semigoddess Step 1: Pick up Rock Step 2: Smash! This is an absolutely flavourful design that ties shows that gruul don’t just smash and forget. A great design that I can see in any Ravnica/Gruul set.
And those are our winners! I’ll be splitting the commentary in to MANY posts, so keep a look out for those as we head into a solid month of
PROVING GROUNDS.
Our four Mod finalists are taking over for the next month, each taking a week to run a contest to see if they have what it takes to become a full-time mod. @illharg-the-rave-boar is kicking things off on Sunday for week one of PROVING GROUNDS.
As always, I hope you guys have a fantastic weekend, don’t forget our Discord is always open to fresh new faces. ~Mod @thatboonguy
21 notes · View notes
Text
My fanwalker is Makar, he’s a loxodon from Mirroden, who’s spark ignited when his village was overrun by phyrexians. He ignited to Ravnica, and fell in with the Selesnya. He makes smaller versions of the big selesnyan elementals, and lives in a secluded wood out somewhere. 
26 notes · View notes
transgirl-link · 7 years
Text
Ok so I know that they're super evil and I hate them for what they did to Mirroden and Elspeth, but both aesthetically and gameplay wise I absolutely LOVE New Phyrexia. Pretty much all the phyrexian mana cards are really strong and fun to play with(at least for the person casting them), and the praetors are all some of my favourite cards. I'm really glad they're getting reprints to hopefully drop their prices a bit
11 notes · View notes
Text
Liberator (Barbarian Archetype)
Also known as Numerian Liberators in the Golarion Setting, today, we’re looking at a particular group of barbarian warriors that view technology, specifically the advanced technology of a group of mages who have been tinkering with old alien tech, to be particularly blasphemous.
And who can blame them? The Kellid ethnicity in the Golarion setting already eschew the trappings of civilization in favor a more wild existence free of governments and arcane magic, so when one lives in a region plagued by ancient robots and the occasional alien creature, who wouldn’t want to either destroy it all to keep it from killing or corrupting your people, or at least bury it where no one can find it? At least from their perspective.
Liberators in particular train themselves to fight back against such technological horrors in order to remove the Technic League and their stain upon the Numerian Kellid tribes’ honor, but in a less Golarion-centric world, these might be anti-construct or anti-tech terrorists, fierce warriors of nature, or simply survivors in a world where there just happen to be a bunch of robots running around, a la Horizon: Zero Dawn.
 As beings made of metal or other non-living substances, robots and constructs can often be difficult to damage by brute force alone, but these barbarians learn, likely through oral tradition, what components on a construct or indeed any sort of complex object are easiest to smash and damage.
Additionally, these warriors also know the dangers spellcasters represent, and learn to target them as well, disrupting their concentration whenever possible.
Finally, through a surprising amount of mental and physical discipline normally associated with monks, these barbarians learn how to change how they move, how much body heat they put off, and more, all to fool the supernatural or technological senses of constructs of all types. However, they can only do this for so long, drawing upon the reserves normally devoted to going into a battle rage to do so.
The rage powers associated with this archetype include absorbing and resisting the heat and flame associated with common tech armaments, enhanced agility to keep out of the way, and other abilities targeting constructs and spellcasters.
Interested in a barbarian that dislikes technology in an appropriate setting? This archetype might be what you’re looking for. It also comes with a clever way for bypassing encounters with constructs the party is not prepared for, but being able to smash complex devices and constructs makes them specialized for taking on such threats. I recommend a more survivalist build for this one, not only focusing combat, but also on survival utility, favoring stealth to sneak up on and ambush these machines, while also surviving in the wild with them.
 I’ve kept going on about how these barbarians interact with technology given the sort of situation they were designed for, but its interesting to consider what other scenarios you might see these rules come into play, such as professional spelunkers of the ruins of ancient civilization full of machines and constructs, or perhaps the living denizens of some Mirroden-like world where constructs are the most common, naturally-occuring, “life” form.
  The gathlain of Whitebarrow have long taken the fight to the industrialist humans to the south, proving quite adept at sneaking by and destroying the equipment they use to gather lumber. However, few realize that corporate leaders are running out of patience, and plan on unleashing the most powerful robotic deforester yet, its target: the gathlain mother tree, the source of the tribe’s genesis!
 Of all the fortresses in Havinox, none have vexed the raiding prowess of the Winter Wolf tribe more than Fort Enbrass, and not just for its inpenetrability. The fort is actually a stone colossus which animates into its true form when attacked, proving too much for even the famed Tool Breakers. Prophesy, however, speaks of a warrior of mythic power and skill in battling the unliving who will finally slay the beast.
 Awakening from cryo-sleep long after the appointed time, the crew finds themselves in a wild, overgrown world, the technology meant to be waiting for them overgrown and malfunctioning, the terraforming robots wandering about without purpose. Finding out what happened will have to wait, for now, survival is paramount against rogue robots and feral descendants of the skeleton crew.
22 notes · View notes
straxaerioeragous · 7 years
Text
My fanwalker
Strax eragous Age 23 Homeplane innistrad Strax is 6 feet tall with spiked green hair. (Similar to roxas from kingdom hearts) Slim and muscular build. Light tan skin. He wears normal innistrad garb with the addition of a black duster cloak. Strax started as a blue mage and left home to learn from ludevic. As he studied under the demented teacher, he started getting into black mana. One night ludevic called him to the lab. Before strax knew it he was strapped to a table and ludevic was getting a syringe ready. Ludevic injected him with a werewolf contagion to try to control the change. At that moment two things happened. He Gained the knowledge of green mana, and his spark ignited, flinging his uncontrolled werewolf form to mirroden. (Pre phyrexia). Once he came to he learned of his new found powers and started to travel the planes. He decided to go back to mirroden to save the mythic duel color swords. Once there he took a sample of the phyrexian contagion to study. Over time it made him physically weak and sickly, but magically powerful, if not slightly evil. His travels brought him to ravnica, where he gave pieces of the phyrexian contagion to niv-mizzet, Lazav, and Zegina so each guild could study it. On theros, another planeswalker managed to free him with the power of white mana, and since then strax has regained his health. After theros he went to tarkir, joining up with the abzan ranks. He didn't stay long, heading off on his travels once more. He made his way to Zendikar. He studied the hedrons, trying to learn their secrets. He learned how to use his blue and black abilities to be able to mind control the spawns and scions that tried to attack him. After the fall of the eldrazi titans, he made his way back home. As innistrad popped into view, he was struck with dread. Emrakul hovered full in view. His home plane was being torn apart. Strax had to defend himself against the monstrous dronepack, the twisted horrors of his own kind. After emrakul was sealed away he spent some time hunting down the eldritch horrors before moving on. He had heard the gatewatch were in amonkhet, and he wanted to thank them. As he arrived he looked up to see two suns. One was high in the sky, the other, had found a resting place between two giant horns... Straxs personality is curious, quick witted, a easily irritated, and chaotic neutral.
3 notes · View notes
markrosewater · 2 years
Note
I've asked before but you probably didn't see it: Personally I really don't like having multiple prerelease kits at the same prerelease. What feedback have you heard about both streets of New cappena and strixhaven? (After listening to the latest drive to work and learning about mirroden besieged I think I'm fine with 2, but 5 is a bit much)
Faction prerelease kits for faction sets are super popular.
45 notes · View notes
magicjudge · 7 years
Note
I would love to see Return to New Phyrexia. Provided that the second set of that block is called Mirroden Pure.
Mirrodin was never pure. 
Argentum/Mirrodin was tainted with Phyrexian oil from the moment of its creation.
47 notes · View notes
magic--the--memeing · 7 years
Text
My reaction to the bans
Wizards of the Coast is officially three for three on artifact blocks.
Original Mirrodon Block, Scars of Mirroden Block, now Kaladesh. There’s a pattern emerging.
P.S. I’m tempted to throw in Urza’s block as more than an “honorary artifact block” to make four-for-four because even though it was an enchantment block, it’s not remembered as an enchantment block because 1. The story focus was on artificers and 2. artifacts and artifact centric cards stick out the most from that time, i.e Memory Jar and Tolarian Academy.
17 notes · View notes
Quote
Its not about the color of your skin Its about the content of the metal that's infused into your flesh.
An old Mirrian proverb 
5 notes · View notes
banzaioppai · 10 years
Text
30 Days of Magic: Day 11
Least favorite set or block: only one i can think of hating is scars or mirroden and besieged mainly because nothing happened in scars and i didnt like the flavour....original mirroden was cool though aand new phyrexia was alright
2 notes · View notes