Instructions

MMM   MMM       A       GGGGGG  IIIII  CCCCC  
MMMM MMMM      AAA      GG        I    CC     ::
MM MMM MM     AA AA     GG        I    CC     ::
MM  M  MM    AA   AA    GG GGG    I    CC     
MM     MM   AAAAAAAAA   GG  GG    I    CC     ::
MM     MM  AA       AA  GGGGGG  IIIII  CCCCC  ::

TTTTTT  HH   HH  EEEEEE
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GGGG      A    TTTTTT HH   HH EEEEEE RRRR   NN   NN GGGG
G        AAA     TT   HH   HH EE     RR  R  NNN  NN G
G       AA AA    TT   HHHHHHH EEEE   RR  R  NNNN NN G
G GG   AA   AA   TT   HHHHHHH EEEE   RRRR   NN NNNN G GG
G  G  AAAAAAAAA  TT   HH   HH EE     RR RR  NN  NNN G  G
GGGG AA       AA TT   HH   HH EEEEEE RR  RR NN   NN GGGG

RRRR    PPPPP  GGGGGG
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RRRR    PPPP   GG GGG
RR RR   PP     GG  GG
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Magic: the Gathering Paper and Pen RPG (Planar Chaos)

Written by: Arceus Wind (windmasterarceus@gmail.com)

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  1.0 Introduction                                      (INTRO)
================================================================
  This Role-Playing Game (RPG) is a transfer or the classing card game, Magic: The Gathering, and dispite the title being called Planar Chaos, the spells do not end at the Planar Chaos MTG expansion. As I have not seen any RPG version of this amazing game, I have decided to turn it into this. I will try to explain it as simply as possible, so please tell me if you don't understand something.
  The Magic RPG is not supposed to be an exact copy of the TCG. Rather, it is supposed to feel more like actual existance within the Multiverse, thus, more of an RPG.
  In order to play, you're going to need a pencil and a character sheet (or any piece of paper, but a characte sheet helps organize your writing) There's a character sheet on this site. Another thing you'll need is a plane map, which you can map out yourself or find one elsewhere (There's one on this site). You may also need dice if the game master doesn't have any.
  The most important thing to play this game is your own imagination. Without being able to see your world, it will be difficult to tell what's going on around you. This game starts slowly as you begin to gain your abilities, until you're in a plane taking part in a full-scale war.
  Have fun in this game!

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  2.0 Analysis of a Planeswalker                         (AOAPW)
================================================================
  In order to create a character, you will need to understand how everything works. There are 4 statistics that you can use to change your character around.

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|  Casting Speed |
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  Planeswalkers can cast spells at different speeds. The casting speed shows how fast an enemy must be to counter the spell, or who gets to cast a spell first.

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| Movement speed |
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  A planeswalker's movement speed is how fast they can travel within a plane. This includes running, walking, swimming, and other movement.

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| Planeswalking |
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  The Planeswalking skill allows mastery in the art of planeswalking. You can planeswalk using less mana with a higher Planeswalking skill.

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|      Life     |
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  A planeswalker's life is how much damage they can take in combat before fainting. Boosting your life costs twice as much as your other stats.

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|   Mana Pool   |
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  Your mana pool is your current available mana. Every land that you form a bond with adds to your mana pool.

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| Color Identity |
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  Your color identity is the color of magic that you cast with. A regular Color Identity is the 2 most common colors among your learned spells.

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|  Affiliation   |
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  On some planes, Ravnica and Mirrodin, you have the choice to choose a side in a war. These provide you with special lands, artifacts and spells for that group. 
  The Ravnica Guilds use your Color Identity, and you can choose a guild that matches any color of yours (e.g. a red-green planeswalker could join the red-blue Izzet or the green-white Selesnya)
  On the Mirrodin Plane, the Mirran soldiers are trying to protect their plane from the Phyrexian invasion. Choose your side in this battle based on who you wish to help.

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 2.1 Using Mana                                         (UMANA)
================================================================
  Mana is the magical energy that planeswalkers use to cast spells. Mana is obtained by tapping into lands.

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| Colors of Mana |
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  In Magic, there are five colors of magic. Different spells require different colors of mana, so planeswalkers need to cast spells of their color identity. This leads to the choice of whether to bee strong in one or weaker in more.

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|  Basic Lands  |
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Basic lands are found on every plane: Forests, Mountains, Islands, Plains, and Swamps. Each land gives a different color to your mana pool.

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| Non-Basic Lands |
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  Non-basic lands are found in certain places in some planes. Each plane has it's own non-basic lands as well as basic lands. Some lands have additional abilities that mana can activate, or are activated by themselves.

  Land Type  |  Mana Color
----------------------------
___Swamp_____|_____Black____
___Island____|______Blue____
___Forest____|_____Green____
___Mountains_|_______Red____
___Plains____|_____White____

This chart shows the basic lands and what color mana they give you. If you're going with one or two colors, choose lands that match those you have. For example, Blue and Green planeswalkers may choose to use Islands and Forests exclusively.

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 2.2 Obtaining Mana                                     (OMANA) 
================================================================
  Planeswalkers start with bonds to two basic lands of their native plane. Judging on which plane they start on, they may bond to a non-basic land due to affiliation instead of one of the basic lands.
  At certain points during your adventure, you may want to make more bonds to other lands. For example, you may visit a swamp in Mirrodin and wish to bond to it, or go to a forest of Innistrad.
  You cannot simply bond to every land you visit. you must wait a certain amount of time before you can bond to another land. Some mana from non-basic lands are not available right away, either. When you use mana from a bond, it is called tapping into the land, or simply "tapping". (Tap is shown by the symbol T)

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 2.3 Planes and Planeswalking                           (PLANE)
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  Our world is one in many universes. This cluster of universes is called the Multiverse, given the name Dominia. Each universe in Dominia  is called a Plane. Planeswalkers can travel (or "walk") through these planes.
  Some planes are natural. They have existed since the beginning of the multiverse. Some, however, are made by planeswalkers in empty areas known as Nether Voids. All the space between planes is called the Blind Eternities, and are filled with an energy called Aether.

During the creation for your planeswalker, you need to choose the plane you're going to start out in. No, you can't just live in the Blind Eternities. It isn't too important which plane you start in. There are some unique creatures in some planes, but that's about it.

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| Planeswalking |
-----------------
  Planeswalking requires a lot of focus and mana to pull off. Planeswalking between two close planes requires 5 mana of any color, and more distance means more cost. If you're skilled at planeswalking, it will require less mana to planeswalk. Mana spent planeswalking regenerates more slowly than other mana. Therefore, every 5 skill levels in Planeswalking (except the first 5) lessens the cost by 1, meaning that at Planeswalking skill 30, you can planeswalk for free.
  Planeswalking is inaccurate if you're not skilled. With levels 0-3, you'll end up within 3 planes of your destination. Level 4-5 ends you up within 2 planes, 6-7 lands you adjacent to it, and 8-9 lands you inside the plane. 
  Now, planes are expansive. Therefore, you want to land exactly in the position, not miles away from it. Level 10-11 puts you in the correct general area. Level 12-13 puts you withing the right city or district. Finally, anywhere above level 14 places you exactly where you want to be.

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 2.4 Spells                                             (SPELL) 
================================================================
  Spells are a Planeswalker's main weapon. They cast summon spells to bring creautres under their control, enchantments to leave long-lasting effects, or instants and sorceries for effects "right now"-style.
  A starting planeswalker starts with 5 spells, and learns more as they go on. Most planeswalker start with three creatures and two other spells, but not all. Spells that stay in combat until destroyed (e.g. creatures, enchantments) are called permanents. When a permanent is "De-summoned", it disappears from the battle to be cast again (just like returning a card to your hand) Spells that you cast for a moment are simply called what they are.

__Type_of_Spell__|____Difference_between_spells________
__Creature_______|____Attacks_and_Blocks_Creatures__(P)
__Enchantment____|____Causes_effects_to_the_battle__(P)
__Artifact_______|____Items_that_can_be_used________(P)
__Instant________|____Can_be_cast_quickly______________
__Sorcery________|____Slower_than_Instants_____________

  Normally when you choose spells you stick to your color or affiliation. For example, a Red planeswalker would use red spells, or an Azorius planeswalker would use Azorius spells. Often when you're affiliated to a guild, you may want to use spells that are "gateless" or without a guild, but not those of other guilds.

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 2.5 Five Colors of Mana (Extended)                     (COLOR)
================================================================
  Earlier we went over the basics of the colors. Now, I will go into more depth about each of the colors. Every color has some values, as well as two ally and enemy colors.

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| White |
---------
  White is the color of law, order, and structure. White planeswalkers create balance through organization, as well as strategy. Their values lie in protection, order, light, and law. White magic heals and defends. White creatures gather up fast, often for very little cost.
  White is allied with Green and Blue. White and green share values of order and community. White and Blue share values of thoughtfulness and progress.
  White opposes red through conflicts of order vs. chaos and defense vs. offence. White opposes black through the conflicks of light vs. darkness and purity vs. corruption.

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| Blue |
--------
  Blue is the color of deciet, logic, and illusion. Blue planeswalkers create forces of wind and water, and will go at lengths to gather information. Knowledge, manipulation, wind, and wave are blue's tools in combat. Blue magic is very reactive. They sit back and focus on prediction and illusion. Blue creatures try to deceive their opponents or trick them. They often steal things from their enemies or confuse them.
  Blue is allied with White and Black. Blue and white share values of thoughtfulness and progress. Blue and black share values of secrecy and a desire to know everything.
  Blue is enemies of red and green. Blue opposes red through  conflicts of fire vs. water and thought vs. emotion. Blue opposes green through conflicts of artificial vs. natural and illusion vs. reality.

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| Black |
---------
  Black is the color of death, fear, and amorality. Black planeswalker seek out power at any cost. The stock and trade of black iis death, ambition, and darkness. Back can unearth the dead and make them continue to walk, and can kill many creatures instantly. Black spells are corrupting and crippling. Undead skeletons and unspeakable ghouls are regular black creatures. However, black assassins and secret agents also carry out black's plans.
  Black is allied with red and blue. Black and red share values of self-interest and individualism. Black and blue share values of secrecy and a desire to know everything.
  Black is enemies of white and green. Black opposes white through conflicts of darkness vs. light and corruption vs. purity. Black opposes green through conflicts of death vs. life and decay vs. growth.

-------
| Red |
-------
  Red is the color or fury, passion, and emotion. When red fights, they create powerful strikes of lightning and erupt lava from volcanoes. Freedom, fire, and impulse are red's lifeblood. Red planeswalkers have no patience to talk. They act quickly. Red creatures are war-like and dangerous.
  Red is allied with black and green. Red and black sharve values of self-interest and individualism. Red and green share values of action and connection to earth.
  Red is enemies of white and blue. Red opposes white through the conflicts of chaos vs. order and offense vs. defence. Red opposes blue through the conflicts of fire vs. water and emotion vs. logic.

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| Green |
---------
  Green is the color of growthh, life, and brute force. The values of green are strength, ferocity, and life. Green planeswalkers understand that the world obeys the law of the jungle. Thus, everything is either predator or prey. Green planeswalkers do anything possible to protect nature. Green creatures are a lare variety, from forest creatures to elves to awe-inspiring behemoths. Some creatures are living springs of mana.
  Green is allied with white and red. Green and white share values of order and community. Green and red share values of action and connection to earth.
  Green is enemies of black and blue. Green opposes black through the conflicts of life vs. death and growth vs. decay. Green opposes blue through the conflicts of natural vs. artificial and reality vs. illusion.

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 3.0 Creating Your Planeswalker                         (CPLWK) ================================================================
  Now it is time for you to put together these traits and make your own planeswalker. Alongside your planeswalker, perhaps interplanar or within the same class, my own planeswalker will be training to help you learn how to create your planeswalker.

  The first thing your planeswalker needs is a name. Just like you yourself, a name helps tell who the planeswalker is. Your fellow planeswalker is named Windarc. Add in a gender and race (Is your planeswalker human? Perhaps your planeswalker is a vampire, or maybe even a dragon?)
  Next, you're going to want to flesh out your character's personality a bit. Maybe write a small description of your character. The character's personality may help with further creation down the line. Here's some questions you may wish to answer:
 - How old is your character?
 - What does he/she look like?
 - What are his/her values or ideals?
 - Does your character prefer a variety of spells or to be stronger in one type?
 - How does your character react to meeting other people?
 - Does your character prefer to cast spells or creatures?

So, here's what we have so far for Windarc:

Windarc: Human Male
 Windarc is 13 years old, rather young for a planeswalker. He is an intelligent mage, but his emotions sometimes cloud his mind. He values knowledge, and casts spells as opposed to summons. He always loves meeting new people, being a sort of romantic if he meets someone he likes. Wind likes to have a variety in his arsenal.

  Next, choose your color identity. You choose this before your plane and mana, as your plane may influence your mana. Windarc is blue and red, so I write Blue-Red or Blue/Red as his color identity.

  Next, you're going to choose your plane. You may go to the List of Planes (LPLNE) section and read about the planes before choosing. Windarc is going to begin on the Ravnica plane.
  Because Windarc is on the Ravnica plane, he is allowed to choose a guild. He is going to join the Izzet League.
  Here's what we have so far.

Windarc: Blue-Red Human Male
Ravnica plane, part of the Izzet League
 Windarc is 13 years old, rather young for a planeswalker. He is an intelligent mage, but his emotions sometimes cloud his mind. He values knowledge, and casts spells as opposed to summons. He always loves meeting new people, being a sort of romantic if he meets someone he likes. Wind likes to have a variety in his arsenal.

  Now, it is time for us to pick out our mana. If you use mana from a non-basic land that gives you one of two types of mana (for example, the Dimir Guildgate that provides Black or Blue), you need to state that's what you're using, then count down in both sections the mana available.
  For example, Say Windarc has a Mountain and an Izzet Guildgate as his lands. The Guildgate provides Blue or Red mana. Windarc has, available, 2 red and 1 blue mana. If Windarc casts a spell that requires 1 red and one blue, he uses all his mana, as the guildgate only provides red or blue. Therefore, you may not use the Guildgate for both red and blue. 
  As well, some lands can "tap" for abilities. This removes the ability to use them for mana for a little bit.

  Now, Windarc needs mana. He will choose an Island and, due to his Izzet connection, an Izzet guildgate. He writes down "Ravnica Island" in his Basic Lands section and "Izzet Guildgate: R or U" in his Non-Basic Lands section. (R for red, U for Blue. Also, there's W for White, G for Green, B for Black, and numbers for colorless mana.)
  In Windarc's mana pool, I write 2 in the brackets beneath the Blue mana symbol, and 1 below the red. Inside the circles when I'm playing, I'd put his available mana, but he can't do anything in creation.

  Next is to place Windarc's statistics. When you're giving a character stats, you have 15 to give out, and you must put at least 1 in every category. Your life starts at 5 already. Keep in mind that 2 points in life means one life point.
  Windarc is going to want to be able to counter quickly as a Blue planeswalker, so he is going to put 4 of his points into Casting Speed. He boosts his life by two by putting four of his points there, bringing him down to 7 points.
  He's going to separate these as evenly as possible between Planeswalking and Movement Speed, but believes that Planeswalking is more important a skill. Thus, he has 4 in Planeswalking and 3 in Movement speed. 

  Here is Windarc thus far:

Windarc: Blue-Red Human Male
Ravnica plane, part of the Izzet League
Movement Speed: 2      Casting Speed:3
Planeswalking:  3      Life:  6/6
Mana Pool: 0 White, 2 Blue, 0 Black, 1 Red, 0 Green
Basic Lands:     Ravnica Island (x1)
Non-Basic Lands: Izzet Guildgate (R or U)
 Windarc is 13 years old, rather young for a planeswalker. He is an intelligent mage, but his emotions sometimes cloud his mind. He values knowledge, and casts spells as opposed to summons. He always loves meeting new people, being a sort of romantic if he meets someone he likes. Wind likes to have a variety in his arsenal.

  So, now comes the final, and most difficult step: Adding spells. There are some spells here, and for a beginner I'd suggest looking here for your spells. However, for a more complete list, look at gatherer.wizards.com for a complete list of every Magic spell and land to date (which is about 13,220). If you need more room to put your spells, you can put them on the back of your character sheet, along with lands you might need more room for. 

  As an Izzet mage, Windarc has access to the Izzet's spells as well as gateless spells. His first spell is going to be Counterspell, where for UU, you can stop a spell in it's tracks. It's an instant, so it's a fast spell to cast.
  Next, Windarc sees that he's going to need a creature. Windarc chooses Nivmagus Elemental, an Izzet creature. It's a 1/1 creature (1 power, 1 toughness; more about that later) for R or U. As well, if Windarc casts an Instant or Sorcery, he can have the Mana go to Nivmagus Elemental instead of the spell, in exchange for Nivmagus Elemental getting +2/+2.
  Windarc's second creature is chosen to be Goblin 
Electromancer. It's a 2/2 that costs UR. Also, instants and sorceries cast by you cost 1 less to cast. That means that an instant that costed 1U now costs U. However, the UU counterspell is unaffected.
  Windarc chooses Izzet Charm as another instant. It costs UR and has one of two effects: Counter a non-creature spell unless the caster pays 2, or deal two damage to target creature. (It also has Draw 2 cards and discard two cards, but spells that refer to drawing or your library, or those that use counters or tokens, have no effect. Special changes are made for +1/+1, -1/-1, and poison counters. Cards that refer to your hand instead refer to your available spells (i.e. discarding), and some spells are changed a bit. Cards that search you library to put something onto the field does that from your known spells/lands.)
  As his last spell, Windarc chooses Mizzium Mortars. It's a sorcery, so slower than instants. It deals 4 damage to any creature that's not yours for 1R. If you pay 3RRR instead, it does that to every creature that's not under your control. This is called Overload, and is a purely Izzet ability to sorceries and instants.

  At last, we have the start of our character. Here's what Windarc looks like so far:

Windarc: Blue-Red Human Male
Ravnica plane, part of the Izzet League
Movement Speed: 2      Casting Speed:3
Planeswalking:  3      Life:  6/6
Mana Pool: 0 White, 2 Blue, 0 Black, 1 Red, 0 Green
Basic Lands:     Ravnica Island (x1)
Non-Basic Lands: Izzet Guildgate (R or U)
Spells: 
  Counterspell (UU) Counters a spell
  Nivmagus Elemental (R/U) 1/1  Cast a spell and it does nothing: +2/+2
  Izzet Charm (UR) Instant-speed  Counters non-creature unless 2  is paid, or 2 damage to a creature.
  Goblin Electromancer (UR) 2/2  My Instants/Sorceries cost (1) less
  Mizzium Mortars (1R) Sorcery-speed  2 damage to a creature not my control  3RRR Overload
  Windarc is 13 years old, rather young for a planeswalker. He is an intelligent mage, but his emotions sometimes cloud his mind. He values knowledge, and casts spells as opposed to summons. He always loves meeting new people, being a sort of romantic if he meets someone he likes. Wind likes to have a variety in his arsenal.

  This is the foundation of a planeswalker that will learn and grow throughout the Multiverse of Dominia

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 4.0 Developing Your Skills                             (DEVLP)
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  During your adventures in the Mulitverse, you may be asked to spend some new points. There is no reason to build up stat points, so spend them right away as much as you want! Normally, after completing some missions or tasks, you'll be given 3 stat points to spend.
  Spending stat points is the same thing you did with your planeswalker. Thus, life still costs 2 each point.

  You probably noticed how Windarc's spells are only 2 mana cost at high, right? (that's called the converted mana cost, by the way) That's because he can't cast spells with a higher CMC (converted mana cost) so, although he can learn them, they'd be useless. Well, what happens when he gets more mana but has small spells? Those spells are useful at the beginning of each combat, and some are good really far in when both you and your opponent are down to 1 or 2 life, but casting Nivmagus Elemental won't help you very much when you're about to be defeated.
  At some points, you'll be given the opportunity to learn a new spell. This might be because you have spent the time watching others preform it, or growth of your memory has provided you the ability, or maybe other reasons.

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 5.0 Creatures                                          (CRETR) 
================================================================
  Creatures are the main way to deal damage to an opposing mage, and are permanents like lands or enchantments. A creature has a mana cost and sometimes an ability, just like other spells. However, they also have a power and toughness.
  A creature's Power shows how much damage it deals in combat. So, for example, a 6/1 creature deals 6 damage to whatever it hits in combat, whether it be another creature or the opponent.
  A creature's toughness shows how much damage it takes to kill a creature in combat. Using the previous example of a 6/1, it only takes 1 damage to kill it, so even a 1/1 could block and kill it.
  Some creatures have special "keyword" abilities, like Deathtouch and First Strike. The below table will explain what they do.
__Ability______|_________Effect_________________________________
__Deathtouch___|Any_amount_of_damage_this_deals_kills_a_creature
__First_Strike_|_Deals_its_damage_before_other_creatures________
__Flying_______|_Can_only_be_blocked_by_creatures_with_flying___
__Reach________|_May_block_as_though_it_had_flying______________
__Unblockable__|_Cannot_be_blocked______________________________
_Indestructable|_Cannot_be_destroyed____________________________
__Trample______|_Can_deal_excess_damage_through_blockers________
__Hexproof_____|_Opponents_cannot_target_it_____________________
__Vigilance____|_Does_not_need_to_recover_after_attacking_______
__Haste________|_Unaffected_by_summoning_Sickness_______________
__Lifelink_____|_You_gain_life_equal_to_the_damage_it_deals_____
__Flash________|_Instant_speed__________________________________
__Double_Strike|_Deals_Firs_Strike_and_regular_damage___________

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 6.0 Combat                                             (COMBT)
================================================================
  So, here's your first lesson on combatting another mage or planeswalker. You'll need these skills so you don't get killed in battle.
  At the start of combat, you won't have any mana. During each of your "turns" your mana will begin regenrating. Say, for example, you want an island first turn. You get your island to cast first turn and tap into it for the blue mana. On your next turn, you regenrate that blue mana along with another land. Some lands cannot be used right away when you bond to it, like the guildgates.

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| Casting Spells |
------------------
  To cast a spell, you remove mana equal to it's casting cost from your mana pool. In this document, the casting costs are in brackets beside the name of the spell.
  When a spell has a castng cost, often a shorthand version is used. Blue is U, Black is B, Red is R, White is W, Green is G, and colorless (any color you want to spend on it) is a number. Each letter is one of that mana. For example, 2U isn't 2 Blue, it's 2 + Blue. UU, having two letters, is Blue + Blue.
  X in the casting cost means you can pay any number of mana for X and the spell will tell you what X means. If, in a cost, you see something like (U/G) it means either one can be paid. For example, something like 2G(U/G) Means you could pay 2GG or 2GU for it. Finally, there is a certain type of mana called Phyrexian Mana. It is shown by a p in front of it (ex. pW, pU). Phyrexian Mana can be paid with the color, or with 2 life.
  If a land GIVES you colorless mana, you can only use it to pay for colorless. For example, if a spell costs 2 Blue mana and 3 anything else, instead of 2 blue 3 anything, we say 3UU. Makes sense?

  Each of your spells may be cast up to 4 times in one battle (each counts as a different available spell). For example, Windarc can only cast Counterspell 4 times, unless an ability would return it from his graveyard to be used again.

------------------------
| Activating Abilities |
------------------------
  Some creeatures have abilities that say to tap it or to pay a certain cost. These are shown by the cost and then a colon (COST:). If you pay that cost, the ability will activate.
  Once a permanent has been tapped, it cannot be tapped again! Abilities, Attacking, obtaining Mana, and spell effects can all cause permanents to tap. As well, tapped creatures can't block.

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| Casting Speed and Spells |
----------------------------
  Casting speed is vital for knowing if spells like Counterspell work, and which order spells are cast.
  When you cast a spell, you roll a 20-sided die (a couple 6-sided dice will work equally well). For sorceries and permanents without the Flash ability, you then add your casting speed to the roll. For Instants, and permanents with Flash, you add it three times. If someone has cast an instant, only instants and flash spells are able to be cast due to the speed at which they're cast. The rolls are done AFTER everyone has chosen what they're casting.

  Example:
  Windarc's Casting Speed: 4   Opponent's Casting Speed: 3

   Windarc casts Mizzium Mortars O
                                 |
                                 O Opponent casts Counterspell
                                 |
       Windarc casts Izzet Charm O

  Now the rolls take place. Windarc rolls 13 on Mizzium Mortars, the opponent rolls 1 on Counterspell, and Windarc rolls 8 on Izzet Charm.

  Mizzium Mortars 17
                   | 
                  10 Counterspell
                   |
      Izzet Charm 20

The Izzet Charm successfully counters the Counterspell, although it didn't matter because the counterspell was too slow to stop Mizzium Mortars.

  When you have creatures, they may attack your opponent. Creatures without the Vigilance ability must regenerate their strength after attacking, and cannot block during your opponent's "turn". A creature may not attack during the turn it was summoned. This is called summoning sickness. Creatures with Haste do not suffer from summoning sickness.
  Creatures may block attacking creatures as abilities permit. The creatures deal damage to each other equal to their power. For example, if a 6/2 and a 2/6 battle, the 6/2 deals 6 damage to the 2/6 and the 2/6 deals 2 damage to the 6/2. If a creature is blocked, it's attack cannot hit the opponent unless it has trample.
  When either planeswalker is down to 0 life, they've lost and are at the mercy of their opponent.

================================================================
 7.0 Planar Creation                                    (CPLNE)
================================================================
  Now, at higher levels of mana it is completely possible to create your own plane in an empty area of the Planar Map, known as a Nether Void. This takes extreme amounts of mana, and mana spent on the creation of a plane does not recover.

  To create a plane, you must spend at least 15 mana on the creation. If you spend 25 at the creation, the plane is stable and does not require uptake. However, if you don't, you must spend 5 mana at periods of time to keep it stable. When a total flow of mana has reached 30, the plane is stabilized as well. Mana spent stabilizing a plane WILL recover, just more slowly.

  Once a plane is created, it instantly has basic mana sources equal to half of the mana spent. Windarc, having amassed 20 mana of varying colors, will create his own plane name Linarya.

  Windarc spends UUUUGGGGRRRRBBBBWWWW (4 of each color) to create Linarya. As it is not 25 mana yet, the plane is unstable. Basic mana sources include 2 of each basic land.

  Every plane may have up to 3 new creatures of each color identity. Windarc will only create three creature immediately (this does not require extra cost). You do not need to make any new creatures if you do not wish.

  Windarc's creatures are: Lightning Falcon, a 3/1 Bird for 3U with Haste and Flying; Ravine Wurm, a 2/2 Wurm for 3R with trample, and Hidden Rogue, a 1/1 Human Rogue for 2B with unblockable.

  A new plane gets a non-basic land to add to the collectiion of lands. Windarc's is Curlelment. For 3 mana as well as tapping into the land itself, you may add BGRUW to your mana pool.

  As well, you gain an artifact to carry around with you. Linarya's artifact is Transforming Rune. For 2, Transforming Rune becomes a 1/3 artifact creature with Hexproof temporarily.

  So, here is the Linarya plane in all its glory:

  Linarya
Basic Lands: 2 Forests, 2 Islands, 2 Mountains, 2 Swamps, 2 Plains
Non-Basic Land: Curlelment (3, tap: Adds BGRUW to your mana)
Creatures: 
  Lightning Falcon: 3/1 Bird with Haste and Flying (3U)
  Ravine Wurm: 2/2 Wurm with Trample (3R)
  Hidden Rogue: 1/1 Human Rogue with unblockable (2B)
Artifact: 
Transforming Rune: 2: Becomes 3/1 artifact creature with hexproof

  Windarc pays 5 mana twice over the time to balance Linarya.

================================================================
 8.0 List of Planes                                     (LPLNE) 
================================================================

-------------
| Innistrad |
-------------
  Innistrad is a plane that is similar to Earth in the early 19th century. The plane is primarily populated by Humans but these live in fear of a number of classical creatures of horror and regularly fall prey to Zombies, Werewolves, Vampires or Ghosts. Further, Demons are becoming an ever growing threat.

Non-basic lands:
  Alchemist's Refuge: UG(T): Your spells have Flash.  (1)
  Clifftop Retreat: Can't be used right away unless you have a Mountain or Plains. (R or W)
  Desolate Lighthouse: (1)
  Gavony Township: 2GW(T): A creature you control has +1/+1 until the end of the conflict.  (1)
  Grim Backwoods: (1)
  Hinterland Harbour: Can't be used right away unless you have a Forest or Island. (G or U)
  Isolated Chapel: Can't be used right away unless you have a Plains of Swamp. (W or B)
  Kessig Wolf Run: XRG(T): A creature gets +X/+0 until the end of the current turn.  (1)
  Shimmering Grotto: 1(T): Add one of any color to your mana (1)
  Slayers' Stronghold: RW(1): A creature gets +2+0, vigilance, and haste.  (1)
  Stensia Bloodhall: 3BR(T): 2 damage to any planeswalker.
  Sulfur Falls: Can't be used right away unless you have an Island or Mountain. (U or R)
  Vault of the Archangel: 2WB(T): Your creatures get deathtouch and lifelink until the end of the turn.  (1)
  Woodland Cemetary: Can't be used right away unless you have a Forest or Swamp.  (G or B)

---------
| Alara |
---------
  Alara was a whole world before the Sundering broke it into the five Shards: Bant, Esper, Grixis, Jund and Naya. However, the Conflux recently reunited the shards, causing much chaos and mayhem to their respective residents and creating the Maelstrom.

__Bant__
  Bant is a shard of Alara that is primarily White-aligned, but also secondarily blue and green. Normally Angels, Humans, and Birds inhabit Bant.

__Esper__
  Esper is a Shard of Alara that is primarily Blue-aligned, but also secondarily black and white. It's normally inhabited by Humans and sphinxes. Esper has a large amount of Aether in its atmosphere

__Grixis__
  Grixis is a shard of Alara that is primarily Black-aligned, but also secondarily blue and red. It's normally inhabited by demons and necromancers.

__Jund__
  Jund is a Shard of Alara that is primarily Red aligned, but also secondarily black and green. It is normally inhabited by humans and goblins, and is very volcanic.

__Naya__
  Naya is a Shard of Alara that is primarily Green aligned, but also secondarily red and white. It is normally inhabited by beasts, humans, elves, and minotaurs.

Non-basic Lands: 
  Reliquary Tower: (1)
  Ancient Ziggurat: Spend mana only for creatures (any color)
  Arcane Sanctum: Not usable right away (W, U, or B)
  Crumbling Necropolis: Not usable right away (U, B, or R)
  Exotic Orchard: (any mana an opponent could use)
  Jungle Shrine: Not usable right away (R, G, or W)
  Rupture Spire: Pay one as you bond to it (any color)
  Savage Lands: Not usable right away (B, R, G)
  Seaside Citadel: Not usable right away (G, W, B)
  Unstable Frontier: (T): Make another land any color (1)

-------------
| Dominaria |
-------------
  Dominaria is a plane whose name means "Song of Dominia". Dominaria is also the Nexus of the Multiverse, being the focal point in Dominia with strong influence on other planes.

-----------
| Ravnica |
-----------
  Ravnica is a plane that consists of a gigantic city. Within Ravnica are 10 guilds, one for each 2-color combination.
The guilds all have a job to do.

================================================================
 9.0 List of Non-Affiliated Spells                      (LONAS)
================================================================

================================================================
 10.0 Guilds of Ravnica                                 (GUILD)
================================================================
  There are 10 guilds of Ravnica. Each of them is a different color pair, has different spells and lands, and has a certain job within the city. This sections 10.1 to 10.11 serve as a spell list for Ravnica's guilded spells. 
  NOTE: There are still more guilded spells than I put here. This would get way too big if I were to put all 50 from each guild.

================================================================
 10.1 The Azorius Senate                                (AZORI)
================================================================
  The Azorius Senate is the White-Blue guild of Ravnica. They are Ravnica's judicial guild, and their Lawmages fasion laws like the old Guildpact. The Azorius' guildmaster is Isperia, the Supreme Judge.

  The Azorius' "Detain" ability stops the detained permanent from activating abilities, attacking, or blocking until your next turn.
  ---------
  | Lands |
  ---------

  Azorius Guildgate: Can't be used right away. (W or U)

  Hallowed Fountain: Can't be used right away unless you pay 2 life. (W or U)

  -------------
  | Creatures |
  -------------

  Archon of the Triumvirate (5WU) 5/5 Archon
Flying
Whenever it attacks, detain up to two non-land permanents your opponent controls.

  Azorius Arrester (1W) 2/1 Human Soldier
When you cast Azorius Arrester, it detains a creature your opponent controls.

  Azorius Justiciar (4WW) 2/2 Human Wizard
When you cast Azorius Justiciar, it detains 2 creatures your opponent controls.

  Hussar Patrol (2WU) 2/4 Human Knight
Flash, Vigilance

  Isperia's Skywatch (5U) 3/3 Vedalken Knight
Flying
When you cast Isperia's Skywatch, it detains a creature your opponent controls.

  Judge's Familiar (U/W) 1/1 Bird
Flying
Can sacrifice itself to counter a spell unless its caster pays 1

  Lyev Skyknight (1WU) 3/1 Human Knight
Flying
When you cast Lyev Skyknight, it detains 2 non-land permanents your opponent controls.

  New Prahv Guildmage (WU) 2/2 Human Wizard
WU: Target creature gains flying until the end of the turn.
3WU: Detain target non-land permanent your opponent controls.

  Skymark Roc (2WU) 3/3 Bird
Flying

Soulsworn Spirit (3U) 2/1 Spirit
Unblockable
When you cast Soulsworn Spirit, it detains a creature your opponent controls.

  Tower Drake (2U) 2/1 Drake
W: Tower drake gets +0/+1 until the end of the turn.

  Vassal Soul [1(W/U)(W/U)] 2/2 Spirit
Flying

  -------------
  | Artifacts |
  -------------

  Azorius Keyrune: (T): Add W or U to your mana
WU: Azorius keyrune turns into a 2/2 Blue and White artifact creature with flying.

  ----------------
  | Other Spells |
  ----------------

  Azorius Charm (UW) Instant-speed
Creatures you control gain lifelink until the end of the turn.

  Fall of the Gavel (3WU) Instant-speed
Counter target spell. Gain 5 life.

  Inaction Injunction (1U) Sorcery-speed
Detain a creature an opponent controls.

  Martial Law (2WW) Enchantment
Whenever your mana regenerates, detain a creature an opponent controls.

  Sphinx's Revelation (XWWU) Instant-speed
You gain X life.

  Supreme Verdict (1WWU) Sorcery-speed
Cannot be countered
Destroy all creatures.

================================================================
 10.2 The Boros Legion                                  (BOROS)
================================================================
  The Boros Legion is the Red-White guild of Ravnica. They and their Guildmaster, Aurelia, enforce the laws put out by the Azorius.

The Boros' "Battalion" ability activates when it and two other creatures attack.

---------
| Lands |
---------

  Boros Guildgate: Can't be used right away (R or W)

  Sacred Foundry: Can't be used right away unless you pay 2 life (R or W)

-------------
| Creatures |
-------------

  Bomber Corps (1R) 1/2 Human Soldier
Battalion: Deal 1 damage to target creature or planeswalker.

  Boros Elite (W) 1/1 Human Soldier
Batallion: Boros Elite gets +2/+2 until the end of the turn.

  Boros Reckoner [(R/W)(R/W)(R/W)] 3/3 Minotaur Wizard
When Boros Reckoner is dealt damage, it deals that much damage to target creature or planeswalker.
(R/W): Boros Reckoner gains First Strike until the end of the turn.

  Daring Skyjek (1W) 3/1 Human Knight
Battalion: Daring Skyjek gains flying until the end of the turn.

  Firefist Striker (1R) 2/1 Human Soldier
Battalion: Target creature can't block this turn.

  Firemane Avenger (2RW) 3/3 Angel
Battalion: Firemane Avenger deals 3 damage to target creature or planeswalker and you gain 3 life.

  Fortress Cyclops (3RW) 3/3 Cyclops Soldier
When Fortress Cyclops attacks, it gets +3/+0 until the end of the turn.
When Fortress Cyclops blocks, it gets +0/+3 until the end of the turn.

  Foundry Champion (4RW) 4/4 Elemental Soldier
When you cast Foundry Champion, it deals damage to target creature or planeswalker equal to the number of creatures you control.
R: Foundry Champion gets +1/+0 until the end of the turn
W: Foundry Champion gets +0/+1 until the end of the turn

  Frontline Medic (2W) 3/3 Human Cleric
Battalion: Creatures you control are indestructible until the end of the turn.
Frontline Medic can sacrifice itself to counter a spell with X in its cost unless the caster pays 3.

  Legion Loyalist (R) 1/1 Goblin Soldier
Haste
Battalion: Creatures you control gain first strike and trample until the end of the turn.

  Nav Squad Commandos (4W) 3/5 Human Soldier
Battalion: Nav Squad Battalion gets +1/+1 until the end of turn and untaps.

  Ordruun Vetaran (2RW) 3/1 Minotaur Soldier
Battalion: Ordruun Vetaran gains double strike until the end of the turn.

  Skyknight Legionnaire (1RW) 2/2 Human Knight
Flying, Haste

  Spark Trooper (1RRW) 6/1 Elemental Soldier
Trample, Lifelink, Haste
At the end of your turn, Spark Trooper sacrifices itself.

  Sunhome Guildmage (RW) 2/2 Human Wizard
1RW: Creatures you control get +1/+1 until the end of turn.

  Towering Thunderfist (4R) 4/4 Giant Soldier
W: Towering Thunderfist gains Vigilance until the end of turn.

  Truefire Paladin (RW) 2/2 Human Knight
RW: Truefire Paladin gets +2/+0 until the end of the turn.
RW: Truefire Paladin gains First Strike until the end of the turn.

  Warmind Infantry (2R) 2/3 Elemental Soldier
Battalion: Warmind Infantry gets +2/+0 until the end of turn.

  Wojek Halberdiers (RW) 3/2 Human Soldier
Battalion: Wojek Halberdiers gains first strike until the end of turn.

-------------
| Artifacts |
-------------

  Boros Keyrune: (T): Add R or W to your mana pool
RW: Boros Keyrune becomes a 1/1 Red and White artifact creature with double strike until the end of the turn.

----------------
| Other Spells |
----------------

  Arrows of Justice (2(R/W)) Instant-speed
Deal 4 damage to an attacking or blocking creature

  Aurelia's Fury (XRW) Instant-speed
Deal X damage divided among any number of target creatures or planeswalkers. Creatures that are dealt damage are tapped, planeswalkers dealt damage like this cannot cast non-creature spells.

  Boros Charm (RW) Instant-speed
Deal 4 damage to a creature, or creatures you control are indestructable until the end of the turn, or target creature gains double strike until the end of the turn.

  Martial Glory (RW) Instant-speed
Target creature gets +3/+0 until the end of turn.
Target creature gets +0/+3 until the end of turn.

================================================================
 10.3 House Dimir                                       (DIMIR)
================================================================
  The House Dimir is the Blue/Black guild of Ravnica. Dimir does not "officially" exist, and most Ravnicans that know of Dimir believe it to be a myth. The old Guildpact established the secrecy of House Dimir. Their new leader, Lazav, is a shapeshifter.

  The Dimir ability, Cipher, allows a cast spell to be encoded onto a creature, to activate when the creature hits the opponent.

(Small note: Most Dimir Spells are useless in this version of the game, so most have been changed up a bit.)

---------
| Lands |
---------

  Dimir Guildgate: Can't be used right away (B or U)

  Watery Grave: Can't be used right away unless you pay 2 life (B or U)

-------------
| Creatures |
-------------
  
  Consuming Aberration (3BU) */* Horror
Consuming Aberration's power and toughness are equal to the number of spells in your opponent's graveyard. 
Whenever you cast a spell, your opponent puts three of their available spells into their graveyard. 

  Deathcult Rogue (1(B/U)(B/U) 2/2 Human Rogue
Unblockable except by Rogues

  Dinrova Horror (4BU) 4/4 Horror
When you cast Dinrova Horror, it de-summons target creature. It's controller sends a spell from their available spells to the graveyard.

  Horror of the Dim (4B) 3/4 Horror
U: Horror of the Dim is Hexproof until the end of turn.

  Mortus Strider (1BU) 1/1 Skeleton
When Mortus Strider dies, it returns to your available spells.

  Nightveil Specter [(B/U)(B/U)(B/U)] 2/3 Specter
Flying

-------------
| Artifacts |
-------------

  Dimir Keyrune: (T): Add B or U to your mana pool
BU: Dimir Keyrune turns into a 2/2 Blue and Black Horror artifact creature and is unblockable until the end of the turn.

----------------
| Other Spells |
----------------

  Dimir Charm (BU) Instant-speed
Counter target Sorcery spell, or destroy target creature with a power of 2 or less.

  Hands of Binding (1U) Sorcery-speed
Target creature your opponent controls becomes tapped and doesn't untap during their next turn.
Cipher

  Midnight Recovery (3B) Sorcery-speed
Return a creature from your graveyard to your available spells.
Cipher

  Mind Grind (XUB) Sorcery-speed
Your opponent sends X spells from their available spells to their graveyard.

  Mental Vapors (3B) Sorcery-speed
Target planeswalker sends a card from their available spells to their graveyard.

  Psychic Strike (1BU) Instant-speed
Counter target spell.

  Shadow Slice (4B) Sorcery-speed
Target planeswalker takes 3 damage.
Cipher

  Undercity Plague (4BB) Sorcery-speed
Target planeswalker loses 1 life and sacrifices a permanent.
Cipher

================================================================
 10.4 The Golgari Swarm                                 (SWARM)
================================================================
  The Golgari Swarm is the Black-Green guild of Ravnica. They take care of the Agriculture and Waste Disposal areas of Ravnica. Their guildmaster is Jarad vod Savo, a necromancer that has animated his own corpse with his spirit.

  The Golgari's ability it Scavenge, where for a cost, you can remove that creature from your graveyard (it doesn't count as in your graveyard and is unaffected by spells) and a target creature gains +X/+X until it dies, where X is the scavenged creature's power.

--------
| Land |
--------

  Golgari Guildgate: Can't be used right away (B or G)

-------------
| Creatures |
-------------

  Deadbridge Goliath (2GG) 5/5 Insect
Scavenge 4GG

  Corpsejack Menace (2BG) 4/4 Fungus
When a Scavenge ability is activated, it activates twice.

  Dreg Mangler (1BG) 3/3 Plant Zombie
Haste
Scavenge 3BG

  Drudge Beetle (1G) 2/2 Insect
Scavenge 5G

  Golgari Decoy (3G) 2/2 Elf Rogue
Any creatures that can block Golgari Decoy must do so
Scavenge 3GG

-------------
| Artifacts |
-------------

  Golgari Keyrune: (T): Add B or G to your mana pool

----------------
| Other Spells |
----------------

  Abrupt Decay (BG) Instant-speed
Can't be countered by spells or abilities
Destroy a non-land permanent with CMC 3 or less.

  Golgari Charm (BG) Instant-speed
All creatures get -1/-1 until the end of the turn, or destroy an enchantment, or regenerate all your creatures.

================================================================
 11.0 Mirran-Phyrexian War                              (MI-PH)
================================================================

ą
Colin Gardener,
Feb 15, 2013, 8:20 PM
ą
Colin Gardener,
Feb 15, 2013, 8:20 PM
ą
Colin Gardener,
Feb 15, 2013, 8:22 PM
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