The Adventure Crew *First Official Saga Challenge*
Howdy Pardners *Tips Hat*
Welcome to the Adventure Crew! This is the first challenge officially in the saga category and will work kind of like a D&D campaign.
How to enter:
1.Create a legendary creature and up to 3 signature cards, post a story and your stats will be determined by me.
2.Wait until the cut off date
On the 25th of December I will pick 5 people to become adventurers.
As we go through the journey you will be faced with challenges to create story, cards and make your character more powerful. Some encounters will be held in untap.in for the people that have it. (Idea from Dungeon Crawl)
Welcome to the Adventure Crew! This is the first challenge officially in the saga category and will work kind of like a D&D campaign.
How to enter:
1.Create a legendary creature and up to 3 signature cards, post a story and your stats will be determined by me.
2.Wait until the cut off date
On the 25th of December I will pick 5 people to become adventurers.
As we go through the journey you will be faced with challenges to create story, cards and make your character more powerful. Some encounters will be held in untap.in for the people that have it. (Idea from Dungeon Crawl)
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Barbarian: The barbarian is usually a savage or tribal warrior, but can also be nomads. Uses some magic but mostly direct fights.
Bard: Bards are Charismatic and use music to cast spells. They are kind of like rogues but with instruments. Signature could be an instrument or something. Use magic and don't fight directly.
Cleric: Clerics are intermediaries between the mortal world and the distant planes of the gods. Like no ordinary priest, a cleric is imbued with divine magic. Both magic and direct fights would occur.
Druids are an embodiment of nature’s resilience, cunning, and fury. They claim no mastery over nature. Instead, they see themselves as extensions of nature’s indomitable will. Magic and Nature focused.
Fighter: Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings—as fighters, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. Not much magic. Direct fight focused.
Paladin: A paladin swears to uphold justice and righteousness, to stand with the good things of the world against the encroaching darkness, and to hunt the forces of evil wherever they lurk. Different paladins focus on various aspects of the cause of righteousness, but all are bound by the oaths that grant them power to do their sacred work. Some use magic but mostly use direct fights.
Monk: Monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does. Magic used with direct fights.
Ranger: Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch. Ranges use magic and direct attacks freely.
Rogue: Rogues rely on skill, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party. Slim to no magic.
Sorcerer: Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. Use magic and don't fight directly.
Warlock: Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Use magic and don't fight directly.
Wizard: Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Use magic and don't fight directly.
Max CMC for your character and your spells right now is 3, your character can be 2 colors and your spells can be 1 of either of those colors.
Slots:
Max CMC: 3
Character Colors: 2
Spell Colors: 1
Signatures: 4
Thank you, I will now go make a character.
Here's Me!
Wizard of counterspells and antimagic.
(This includes unmaking existing stuff too I suppose.)
Some signature spells:
(Wondering what a Tehan is? It is a creature I made up that is a cat/dragon/serpent/fox. If you saw Planeswalker's Journey you would know.)
- Is this set in the Magic the Gathering Multiverse?
- Do were have to follow one of the Dungeons and Dragons classes?
Probably a archer/mage
https://mtgcardsmith.com/view/teliars-bow?list=user
https://mtgcardsmith.com/view/teliars-arrow
https://mtgcardsmith.com/view/squirel-warrior
You do not have to go by the D&D classes, those are just there as reference in case you wanted to follow them.
This might have some MTG lore in it but it isn't going to go like a typical story from it.
Yes, creatures are allowed.
So could I be from an existing Magic the Gathering plane that accidentally stumbled across a gate between planes?
Sure
This is my character and his signature cards.
Here you go!
Brief guide to uploading linked pictures/images in comments! (W/ Visual Aid)
https://mtgcardsmith.com/view/artia-thastian
Spellbook: (or more accurately, potion array)
https://mtgcardsmith.com/view/enlightening-brew
https://mtgcardsmith.com/view/volatile-brew
https://mtgcardsmith.com/view/hidden-mixery
Artia is very, very powerful.
literally a boros paladin lol