Before I start, what is the theme of the first dungeon/area? If it's the forest surrounding the "Dungeon" then I would need to make a forest guardian or something. So pretty much, area details.
@MonkeyPirate2002 Ah, I see our friend @TenebrisNemo is helping out a little. Great work as always. My criticism though: Why does so much stuff cost 2 mana? Or is this deck meant to peak out at 4 cmc? (I'm assuming this deck is going to be played and Micah starts in the command zone.) If so, Taj-Nar is out of place and you probably won't be able to use him properly. Also I don't see the need for both Lightning Greaves and Swiftfoot Boots.
@MonkeyPirate2002 Hero's Blade? You don't have any one-mana spells, so maybe Avacyn's Collar or Trusty Machete or Sai of the Shinobi? Is Micah like your commander and start in the command zone?
In all seriousness though, I have begun making a new boss. She is Mara, Kiren Mindbreaker! (Kudos to Iron Crusher).
Mara is the leader of a cult that resides within the mountains. She is also the cult's goddess. She has two cohorts, one of them Red/Black, the other Blue/White:
I've decided to allow players to add a limited amount of official cards (maybe even custom cards made by other people, but those require my permission before they are put into use) over the course of the adventure. They won't be counted in your party's score, so don't think you can rely on them to get to the bosses first. The amount of official card slots given will be TBD. Please make sure to name the authors of any custom cards you decide to add in your deck that aren't yours. Old cards that were made by you can be used and are treated like new cards made by you.
Also, I have come to the realization that a team might have one person create horrifically overpowered cards and have the rest make cards that fit my criteria perfectly in order to reach the bosses and beat them easily to acquire their treasure. In order to deal with this, I am going to place a minimum number of points a card must achieve or risk the potential of being counted as null. Null cards are not allowed to be placed in your decks. If they are played, I will ignore them in the fight. If you proceed to haggle me during the battle about this (which I know most of you guys wouldn't do), I will end the battle declaring your party as the losers and disqualifying you from the contest. Any points you earned for your party will be erased, lowering your party's total score as a consequence.
Anyone wanna try and make an adventurer deck? All I ask of you is to make a commander and add a few cards (however many you want) that are mostly commons and uncommons. Don't worry about the land base. I have three rules. The first is NO EMINENCE ALLOWED. Too often people underestimate the power an ability has if given eminence. In this challenge only bosses are allowed the privilege of eminence (they're bosses, after all). The other is that the commander should have a converted mana cost of 4 or less and only one or two colors (commander identity). The other cards should cost 4 or less too. Go on, experiment, and have fun! Maybe even work with other smithers to make adventurers that complement each other! Onward, fellow smithers, to adventure!
Comments
Boss: Micah, Malagentia's Finest
Treasures: Firemaw, Malagentia's Forge
Keen-Blade Sovnya
Custom: Inka, Soulblade Maiden by @TenebrisNemo
Sacred Rearmament by @TenebrisNemo
Official: Lightning Greaves
Hanweir Garrison
Swiftfoot Boots
Taj-Nar Swordsmith
Haunted Cloak
Loxodon Warhammer
Lands: 5 Plains, 3 Mountains
Please note that this is a deck for an early boss, which is why it has so few cards.
Any suggestions?
@all I've begun work on the dungeon, however I do not know how to show my progress here. The site I am using is DungeonFog
In all seriousness though, I have begun making a new boss. She is Mara, Kiren Mindbreaker! (Kudos to Iron Crusher).
Mara is the leader of a cult that resides within the mountains. She is also the cult's goddess. She has two cohorts, one of them Red/Black, the other Blue/White:
I've decided to allow players to add a limited amount of official cards (maybe even custom cards made by other people, but those require my permission before they are put into use) over the course of the adventure. They won't be counted in your party's score, so don't think you can rely on them to get to the bosses first. The amount of official card slots given will be TBD. Please make sure to name the authors of any custom cards you decide to add in your deck that aren't yours. Old cards that were made by you can be used and are treated like new cards made by you.
Also, I have come to the realization that a team might have one person create horrifically overpowered cards and have the rest make cards that fit my criteria perfectly in order to reach the bosses and beat them easily to acquire their treasure. In order to deal with this, I am going to place a minimum number of points a card must achieve or risk the potential of being counted as null. Null cards are not allowed to be placed in your decks. If they are played, I will ignore them in the fight. If you proceed to haggle me during the battle about this (which I know most of you guys wouldn't do), I will end the battle declaring your party as the losers and disqualifying you from the contest. Any points you earned for your party will be erased, lowering your party's total score as a consequence.