Pro Team Contest - (Cardsmith Compliation) #1

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  • edited September 2016
    ANOUNCEMENT

    This contest is now over.

    The sets for this are here:
    Team A: http://mtgcardsmith.com/user/TurboPancakeApocalypse/sets/14184
    Team B: http://mtgcardsmith.com/user/DingusXeon/sets/13963
    Team C: http://mtgcardsmith.com/user/Faiths_Guide/sets/14267?page=1
    Team D: http://mtgcardsmith.com/user/TeamD_NOTY/sets/14172

    Members who participated may not join, but however, others may, including round 2 members like:

    @Corwinnn
    @DankSoulsRager
    @JAM
    @Beeswax
    @UndeadZombie
    @Faiths_Guide
    @Mordecai
    @BobSmob
    @Latinas
    @Gamerpg04
    @KLTMTG
    @AlphaDelta
    @CXWarrior
    @VinylVantasy fixed
    @Butters
    @TheFriendlyGeek

    At the same time, please fav: http://mtgcardsmith.com/view/pro-team so everyone can vote.

    For the token, can someone please put the links to the sets in the comments there? Thanks!
  • Shhh... Let's pretend nothing happened
  • So is anyone gonna vote?
  • Where do we vote?
  • edited September 2016
    Vote:
    D > A > C > B

    (Only negative for D is that I think Adcele's Emblem would never work.)
  • Wooooow this is a looot of cards to judge x) I'll try to make an honest little review of the other 3 sets once I've processed everything ^^
  • edited September 2016
    Okay I'm starting with Team A's Set: AORA =D

    @Flatfish
    @Monty
    @Littledemon
    @KrazyKobold98

    Aora is, from what I understand, a plane under great danger because of mana storms, provoking magical changes in its inhabitants. I counted 3 mechanics:
    - Shift (Whenever any color of mana is added to your mana pool, this card becomes that color until end of turn.)
    - Destined (Whenever a creature dies, put a fate counter on this creature.)
    - Domination/Dominance (the name changes between cards?) - Activate this ability only if you control 3 or more permanents that share a color with this permanent.

    Overall I think this set has a strong mechanical identity, with a focus on multicolour that's innovative and very interesting in its execution thanks to the key mechanic Shift. The idea of having a multicolour set with mainly monocoloured cards was really original! I think you pulled the most of the concept with very interesting ideas, and weren't scared of taking some risks. You had a starting idea that could have been a real trap because of complexity issues, having cards constantly changing colours could really have hurt how the set reads, but your block mechanics stay intuitive and as simple as they can.

    For the (I hope constructive) criticism, I'll note that Shift really takes a lot of place in the set. In your 32 cards, you have 15 Shift cards, 5 Destined cards, and 6 Domination cards. This lets only 5 cards in the whole set that doesn't feature any block mechanic. On top of that, Shift and Domination form an obvious duo as the colour-matters archetype which leads to feeling like there are only two playstyles in the set really available. On the same note, you designed almost exclusively creatures (20 out of the 26 noncreature slots). These two points makes me wonder what would happen if a player would dislike the Shift mechanic, would that player still find what he/she needs to build a Limited deck in Aora? Would there be enough variety in the decks we would see in Aora Limited?

    That's my main concern about this set, though it definitely has a really solid base for the colourshifting aspect that you created, which sounds really appealing :D

    And, to make sure we end up on a positive note for everyone, here's my 3 favourite cards of the set:

    Desolate Cathedral: http://mtgcardsmith.com/view/desolate-cathedral?list=set&set=14184
    This is actually the whole land cycle that I'm mentioning through this card of course ^^ I think it's really difficult to find good land cycles, and you really nailed it as it was especially important in a set like this =) They're quirky, original, and completely works in this set!

    Iala, Keeper of the Refuge: http://mtgcardsmith.com/view/iala-keeper-of-the-refuge-1?list=set&set=14184
    While this card is a bit strangely worded, I really admire the effort of creating a whole new templating, and I think the effect really gives you that feel of an explosion of all types of mana at once :) It really makes me feel empowered just to read it.

    Devoted Goremonger: http://mtgcardsmith.com/view/devoted-goremonger?list=set&set=14184
    While I find the creature itself it a bit weak (why not giving it any power?), I can't just ignore how subtle this design is! Making a card that gives that much card advantage yet somehow still keeping it balanced is a real tour de force =D
  • I'll post the same thing for the two other teams, but not tomorrow as I'll be in Kaladesh's prerelease ;)
  • edited September 2016
    Good show guys!
  • @Corwinnn, We vote right here. Just post your opinions...
  • A - C - D - B
  • Gotcha...

    I've checked out two of them thus far
  • edited September 2016
    Going through each set, I'm realizing how difficult it is to understand the motives under each card. Team D hasn't done any presentation of the mechanics or anyhting other than the two cards that were spoiled yet, so, now that the sets are out, it's probably time for a quick "How To Read Our Set Guide" x)

    image

    Zocarus is a Sky Pirates World, as you can easily guess by looking at our Gold Lands cycle:

    imageimageimageimageimage

    There are three (and a half) block mechanics on Zocarus:

    imageimage

    1) Loot N (Exile the top N cards of your library into your loot. You may pay {1}. If you do, put a card from your loot into your hand.)
    This mechanic represents how pirates and everyone else on this plane craves for treasures. It is controllish, as it allows some card flow, but just like Investigate it can appear in most colours, on creatures as well as noncreature spells.


    image

    2) Outrage - If you control a damaged creature, [effect].
    This mechanic mostly represents how the indigenous population suffers from the constant looting of their land. But you can also find it on other cards like pirates. As the best way to get damaged creatures is often to attack, this is a more aggroish mechanic. But you can totally damage your own creatures in a more control-oriented deck ;) You can find this mechanic indifferently on creature and noncreature spells.


    image

    3) Lift Off {cost} (If this creature doesn't have flying, it gains flying until end of turn.)
    This (almost) creature-only mechanic allows for some flying-matters mechanics and perfectly represents how the sky is always so omnipresent on Zocarus. Additionally, it's a good way to spend your extra mana, and you probably will have some as there is still one mechanic left...


    image

    and a half) Gold tokens (Sacrifice this artifact: Add one mana of any color to your mana pool.)
    This returning feature is not exactly a block mechanic but it's still very present, and cards on Zocarus can care about Gold in a whole new way.


    But there are seeds for many more archetypes in these 32 cards: blue artifacts, green ramp, pirates tribal, etc... We made sure the set was diverse so everyone could find something he/she likes to play:

    imageimageimage

    In the same way, there are a wide variety of pirates, from Adcele the playful thief pirate to the most ruthless murderer:

    imageimageimageimageimageimage

    But we made sure you could still find tribes you like even if you aren't really into pirates. There are explorers, traders, flying whales, weird animals, angry giants, two griffin cards, a giant sky octopus and many many more things!

    imageimageimage

    So, I hope this little tour made it easier to understand the Zocarus set! =D It's really about how we tried to be as balanced as possible in the design of the set: there are cards for aggro, midrange, combo, ramp, control, different tribes, different archetypes, alternative win conditions, weird Johnny rares, etc... We really tried to show the diversity of our Sky world and not just make a Pirate set that is 100% pirates and 3 block mechanics about pirates ^^

    image
  • Some feedback on the other sets:

    Team A: I love a lot of what this set has to offer, from the multicolor theme to the strategies behind Shift and Destined. However, I feel like Domination seems reminiscent of some of the Theros based strategies related to devotion. I agree with @ningyounk on the fact that there seems to be only a handful of strategies that can come out of this set, but I do think its very interesting how Shift-based deck match-ups will often rely heavily on the deck they are facing up against. All in all a really cool, flavorful set that definitely feels new and different.

    Team B: Raid is exactly the same as the Mardu keyword from Khans of Tarkir. While Polarize is a cool take on what feels like the Bestow strategy from Theros, Raid sticks out for me because of its re-use. Also, because you re-used Raid, you guys only have 1 new mechanic for the set, which leaves players using the set with only 1 new strategy to play with. The lands are also a re-use, having the same ability as the Battle for Zendikar lands. While the vikings vs. religious people theme is new and well put together, the mechanics and strategies don't seem to be for this set.

    Team C: A lot of the themes in this set feel like they have been used in magic before. The whole angel theme, while nicely put together in your set, seems a little overdone as there isn't much else if a player doesn't want to play with angels. Along with that, you guys used only 2 new mechanics that I can see (Fall of Faith and Pious). Fall of Faith is used only once, and Pious, while interesting, isn't the kind of mechanic that I could see someone basing a strategy around. All in all, flavor is definitely there, but the idea just feels recycled to me.
  • edited September 2016
    Here's my little review about Team B's set "BORN IN FIRE" =D

    @KrampisZman
    @DashDo101
    @DingusXeon
    @Lujikul

    Born in Fire is, from what I understood, a medieval set with an emphasis on Religion and battles. I counted three mechanics and a half:

    1) Raid -- If you attacked with a creature this turn, EFFECT.
    Returning mechanic from the Tarkir block, it's featured on all 6 monoRed and monoBlack cards, but finds a more Viking subtheme in this set ^^

    2) Devotion -- Effect that counts the number of a certain mana symbol in the mana cost of permanents you control.
    Another returning mechanic from Theros this time, that is featured on 3 green cards in your set.

    3) Polarize {cost} (This creature loses all types and becomes a colorless equipment artifact attached to target creature you control. It is a creature as long as it is unequipped.)
    The new flashy mechanic of the set, featured on 8 different cards.

    and a half) With 5 different cards featuring an agressive draw mechanic, I'm also counting this as a half mechanic ^^


    I think your set does a really great job at giving a medieval feel, with very simple yet flavourful cards like Diligent Farmers, High Priest of Corwinhorna, or Village Militia. But the part of your set that, I think, you depicted the best was the Red/Black Viking faction that has a very strong mechanical feel. Your custom mechanic Polarize is very interesting, it kind of reminds me of Bestow but more intuitive as it's basically "This creature becomes an equipment." You really dug for different aspects of this mechanics and found some really interesting designs.

    On the "what could be improved" side of the set, now. Somes cards feel a little unpolished: there are typos on an unusual number of cards, there are weird art choices (your land cycle have some actual real-life pictures for instance), and things like Hornfiskr Cavalry having the Raid keyword but no Raid ability. If you take into account that you also designed only one new original mechanic, this leads me to think you needed more time and had to rush a few cards? The other thing is a certain lack of diversity in the set. In the 26 slots that were not mandatory noncreature, you designed no less than 1 instant, 1 enchantment, and 24 creatures. Additionally, two third of thoses creatures are Humans (and they're either villagers, vikings, or priests).

    So, in a nutshell, the set does a good job at depicting its main story with but may have benefited, on my opinion, from some "outside the box cards", to give it more texture, and especially one more custom mechanic ^^

    And, as usual, let's finish on a positive note with my 3 favourite cards from Born in Fire:

    Priest of Nature: http://mtgcardsmith.com/view/priest-of-nature?list=set&set=13963
    A very flashy Rare that uses Devotion in an explosive way ^^ It's not super original since the Theros block did this in more swingy ways (Evangel of Heliod, Maser of Waves, and Abhorrent Overlord) but it's clean and cheap =D

    Heavyweight Housecarl: http://mtgcardsmith.com/view/heavyweight-housecarl?list=set&set=13963
    I have to say tiny Zurgo Helmsmasher is cute as hell x) The trample + loot on damage trigger combo is a really appealing idea. Tiny critic though, a lot of Vikings like Housecarl uses the *BLUE* looting even though they're RED :/ Red looting makes you discard *before* drawing ;)

    Steelbind Crab: http://mtgcardsmith.com/view/steelbind-crab?list=set&set=13963
    I think this is the more interesting Polarize card, not as in "the most powerful" but as in "the most balanced and interesting choice" that I saw on Polarize cards in the set ^^
  • Wait, I'm confused...can we or can we not join in the judging if we participated in the contest? Are well all judging the other teams' sets, or are people from round 2/anyone else who decides to join in the ones judging?

    My confusion is that @TrippleBoggey3 said '"embers who participated may not join, but however, others may, including round 2 members," while @OneBigBlueSky and @ningyounk have provided feedback on others sets, even though they participated.
  • @KrazyKobold98, It's just feedback, no judging. They're just saying their opinions, but not actually voting.
  • @ningyounk, Thanks for pointing out that Typo on the cavalry, I didn't see that :P

    Anyways, I just wanted to comment on why we used the blue version of Draw/Discard rather than the red version of Discard/Draw.

    It partially comes down to the name. Blue's Draw discard is called "Looting" (Based off of Merfolk Looter http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=220179). Red's Draw discard is called "Rummaging"(Based off of the card Rummaging Goblin http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=383367). The other (Bigger) reason we did this was because rummaging is not as fun as looting, as rummaging is more of a gamble because you have to discard the card first. Also, Vikings don't rummage, they loot :P.

    On everything else you said, I appreciate the Constructive critiscism. Just pointing out though, some of the things that you said could have been improved would have been explained if I had had the time to write up some more spoilers (Including the lore reasons on why everything is either a Villager, Viking or Priest).

    Anyways, Thanks!

    -Kramp
  • edited September 2016
    @TrippleBoggey3
    Oh, okay, I see now. Thanks for clarifying!

    In that case, thanks for the feedback, @ningyounk and @OneBigBlueSky for the feedback! And yeah, the set could have lain off a little on the Shift and creatures. I guess we just aren't so used to such a limited design space! Or at least, I'm not.

    As for your set, very well done! The set is practically dripping with pirate-y adventure, and I think you also did very well achieving your goal of a balanced set. If I was given the choice, I dare say, I would even choose this set (albeit as a full set) over Kaladesh! While I still like Kaladesh very much, Zocarus has everything that I could hope for in a steam-punk themed set! This is definitely something that I would get excited to get the merchandise for if it were an official MTG set! My three favorite cards from your set are:

    Pirates Haven: http://mtgcardsmith.com/view/pirates-haven?list=set&set=14172
    This is actually the whole land cycle that I'm mentioning through this card as well! They provide an interesting interaction between players, especially in a multiplayer scenario, and they're very flavorful and original!

    The Goldenbeard: http://mtgcardsmith.com/view/the-goldenbeard?list=set&set=14172
    While it may not be too far off from Kaladesh's Crew mechanic (make a certain # of your creatures unusable for a time in order to turn the vehicle into a creature), it does something a little different than Kaladesh by giving the ship all of the abilities of it's crew! This is very flavorful, as it really feels like the crew is coming together to operate the ship. My only gripe is that there wasn't very much of a presence for airships as cards, though I can understand why you didn't do that. For one, there just wasn't enough design space in such a small set to have both airships *and* all that diversity that you achieved! And space aside, having more airships, possibly with the same or similar abilities to this, would have made the card less special. So in the end, I suppose it's better this way!

    Hoist the Colors: http://mtgcardsmith.com/view/hoist-the-colours?list=set&set=14172
    Arr! Ahoy! Walk the plank! Avast ye, scallywags! This card is just SO GOOD! I mean, it's good mechanically too, but it just makes you feel like you really are the captain of a crew of pirates, plundering your opponent's seas and wrecking havoc! And the *flavor.* Oh, boy, that's a good flavor. It just makes you want to raise your fist/sword/whatever-you-happen-to-have-in-your-hand and yell "Yar!"

    Closing Thoughts
    Overall, I just think your set is fantastic, even though it's a shame that there wasn't enough space for more (like airships!). I feel similarly about my own team's set, and that's why I'll probably make a few more cards on my personal account that are from Aora. I also plan on doing a short story/lore page for Aora if I have the time! And, speaking of content outside of the contest, did you ever do anything more with the set on MSE? I think it'd be really cool if you guys made a full set, especially in MSE. Of course, you don't have to, that's just my thoughts.
  • edited September 2016
    @KrampisZman It's undebatable nobody really likes rummaging when looting exists x) I feel this is the kind of details that could also been solved with a little "How to Read Our Set Guide", just like the creature thing! It's not too late to give some additional information if you want :) We did an explanation of our set just yesterday ^^ As I said in my introduction of Zocarus' Guide, it's incredibly difficult to understand all the implications of the design decisions by looking at 30 cards and I'm sure a little post-realease spoilers would clarify some details. But that's also why I think it's important to give some feedback on your set: I mentionned looting in Red, you answered saying it was intentional and you prefered to see looting replace rummaging in Red as well, and I think that's a very good reason, I'm totally in, I just could not have guessed while looking at just the cards, which makes this post-release discussion useful ^^ On the same note, could you clarify a bit the flavour behind Polarize? It surprised me a little in a Religion set to see an equipment mechanic that sounded more steampunk ^^

    @Krazykobold98 The main reason we didn't do more airships was, as you mentioned, because there wasn't a lot of space (we even used a legendary slot to fit the Goldenbeard), but also because we were in the middle of Kaladesh spoilers during design, and we relly wanted to not suffer the comparison x) We had three dangerous zones that we tried to avoid - and I think we did - to give the set its own personality: the steampunk aspect of Kaladesh (hence the very light artifact theme, we mostly let the art talk), the sky pirate world of One Piece (we really made sure not to include elements like a fabulous treasure for instance and usually went with a mystery lying under the sea of clouds in the flavour texts), and the adventure feel of Zendikar (we dicussed traps, and a land-matter mechanic at some point, but decided against because of this). The Goldenbeard stayed because it was still important to have at least an emblematic airship (they're everywhere in the arts XD) and it serves as a weird Build-Around-Me Johnny card since it allows you to fuse your creature abilities to make combos (for instance first strike + deathtouch + trample, or double strike + evasion + a combat damage trigger).

    The MSE artworks are just for show during the forum presentations, but it was very important that all cards were done with MTGCardsmith.com so we all had access to the same tools ^^ As for doing a whole set, I think my brain would melt XD Doing a balanced 30-cards set skeleton was already a huge challenge, I can't imagine how it would be to deal with a full 10-archetypes sheet to balance equally in a design skeleton that's 10 times what we just did x)
  • To conclude my little series, here's my feedback on Team C's set: BECLOUDING HEAVENS =D

    @Mila
    @TrippleBoggey3
    @TurkeyAsylum
    @Feyamius

    Based on what I gathered, Beclouding Heavens is an Angel set taking place on Dominaria. I counted no less than 10 different mechanics:

    > 7 returning mechanics appear on one or two cards: Cumulative Upkeep, Hellbent, Morbid, Intimidate, Fear, Echo and Exalted.
    > The returning mechanic Cycling appears on 8 cards, though 5 of them are part of the same cycle, but makes it the most consistent keyword in the set and therefore the main mechanic of the set, if I understand correctly?
    > Pious (This creature can't attack planeswalkers) is a new custom mechanic that appears on a whole cycle of Angels.
    > Fall of Faith {cost} (You may cast this creature for its Fall of Faith cost. If you do, this creature becomes the colors of its Fall of Faith cost, and all instances of colors mentioned on this card become those colors.) is also a custom mechanic for this set, featured on one card: Serra's Faithless.

    We can feel your love for Dominaria through these cards and I have to say it's very contagious =) Returning to the biggest plane of the Multiverse is a very tricky challenge as it has a more complex identity than any other planes, and I think you nailed it by using multiple references to mythical names of Magic's old times like Serra and Yawgmoth which is exactly what one would expect from a return to Dominaria. Additionally, I think doing an Angel set on the same model as Tarkir and Dragons is a very exciting proposition, and you indeed delivered on what I was really expecting from this, which is a complete horizontal cycle of Angels. On top of that, there is a lot of original abilities on these cards, especially the Lockdown Angels cycle that I was just mentioning, but on many other cards as well. You weren't afraid of novelty and digging for new design space, which is a real upside in the set.

    Now, for the things that could be enhanced, on my personal opinion. The set is a bit confusing mechanically because of how many keywords you used. The mechanical link between the cards become less obvious than if you had focused on fewer mechanics, and created some strong block keywords to support them. Right now, both Pious and Fall or Faith are underwhelming as they don't really impact the board - a mechanic that cares ony about a subset of Mythical rare like planeswalkers won't matter often enough. On the other hand, I wish you would have taken more from Tarkir's design as you went into a lot of traps like designing too many Angels (11/26 noncreature) instead of cards caring about Angels, making them all big and high rarity instead of all sizes and some commons, and keeping your cards too much in the Angels colours that are White and Black. Indeed, among the 27 nonland cards of your set you have 11 white cards, and 13 black cards, which include no less than 7 white/black cards.

    Overall, your set will probably trigger a lot of nostalgia from the oldest players while appealing to the newest with your exciting Angel theme, though I think it could have been more coherent if there were fewer but more recognizable mechanics (Cycling is a little flavourless to be the main mechanic of the set), and if you had done with the Angels what Tarkir had done (or should have done) with Dragons.

    And, as usual, let's finish on a positive note with my favourite 3 cards of Beclouding Heavens:

    Rid of Heresy: http://mtgcardsmith.com/view/rid-of-heresy?list=set&set=14267
    The templating is not perfect (you don't control colours) but I get what you mean x) This is a perfect example of a card that gives you a strong flavour feel about the set without featuring any angel on it. On top of that, it's simple and very elegant :)

    Angel of Grace: http://mtgcardsmith.com/view/angel-of-grace-3?list=set&set=14267
    I like the whole cycle actually, I'm just pointing my favourite of the five. Once again, the templating could have been improved on each of the 5 angels, but I'm really fond of the originality of these abilities. This kind of arbitrary lockdown has a White feeling, making sure they feel like Angels, but you managed to redirect the hate on specific things each colour would hate which is incredibly clever!

    Negator Mage: http://mtgcardsmith.com/view/negator-mage?list=set&set=14267
    I'm choosing this one because it shows you can make an Angel set without designing only Angel cards. It's refreshing, outside the box, and the fact that it's also a really clever design isn't for nothing in the fact that I'm mentioning this card ;)
  • edited September 2016
    @ningyounk
    Yes, I think you succeeded very well in giving Zocarus its own personality! You accomplished giving it an adventurous feel, but in a different, more gung-ho and thrilling way than Zendikar.

    As for MSE, oh well, maybe it's better as it's own self-contained little thing. Of course, if you ever change your mind, I would love to help in any way I could! I'm amazed at how such a small set has me so smitten with the world of Zocarus, and I would jump at the chance to work on a full set! It feels like this was just a sneak-peek of a larger, vaster world to explore! Regardless, I thought the set symbol and "Loot" token you came up with was really cool. By the way, the name "Zocarus" wouldn't happen to have been inspired by Guns of Icarus, would it?

    Also, I have to say, you've really got this review thing down! I really appreciate the amount of thought and attention to detail that you've put into your reviews.
  • @ningyounk
    I think I can explain the polarize approach. This came up earlier when we were still talking design and concept, and we needed to figure out Blue. We'd already had Red/Black and Green/White figured out (Vikings and religion, respectively) and we needed to find a neutral ground with blue. My thoughts, (for some reason) went "ESPER" and "ARTIFACTS" and I proposed the idea of polarize. I had figured it'd also help to cover for a lack of artifacts. That's why all of our polarize and polarize matters cards are in Esper. Anyways, the concept was inspired by the "Dragunity" archetype of Yugioh while I was working, where warriors and dragons essentially used smaller dragons as weapons. Plus, who doesn't like the idea of a burly man thwacking people in the face with a floppy eel?
  • @Lujikul Hahaha I won't lie saying I don't want to see that floppy eel slap x) Thanks for the precisions! =)
  • @Krazykobold98 The inspiration for the name Zocarus has indeed a bit of Icarus, the greek myth about a man burning while he tried to fly to the sun ;) I do not know of Guns of Icarus but I'm not the one that came up with the name, you should ask @Yururu, maybe he knows about it?
  • @ningyounk
    Ah, yeah that makes sense. So, it's less that the name was inspired by Guns of Icarus, and more like both were inspired by the same thing.
  • edited September 2016
    Well everyone else is doing set reviews so imma do it to.

    TEAM B,

    Pros:
    I think this set was really well made. : ) But something that stuck out to me was That Raid was coming back. I think it fit perfectly with the invasion of the Vikings. I also think that polarize doesn't really fit with the set. So i bet right now your like huh? i thought this was pros? I'm putting it here because i can forgive it for not fitting in with the rest of the set. Why? Because its FREAKIN' AWESOME!

    Cons:
    Well there were of couple random typos on creatures. :/ Also, some cards had emty spaces at the bottom that could have been easily fixed with flavor text.

    Overall:
    Overall, i think this was an awesome set. The idea was pretty unique and the cards were cool and had good flavor. Thumbs up to you guys! : )

    My top three cards:
    3.Airborne Havoc
    2.Quicksilver Armorer
    1.Heavyweight Housecarl
  • edited September 2016
    Actually @ningyounk, that's a good idea. I should do an entire "A planeswalker's guide to Lindisfarne" (Lindisfarne is the name of the plane) Although I don't know if I will have time to do it...
This discussion has been closed.