Alurn Story.

This the story Alurn. My plane and first set.

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"What is Alurn? Alurn is not a normal plane, it was created by wizards. They became the worlds, and when I planeswalked there, I saw something very strange. The shades, nightmare creatures created out of dark magic from the orignal, Vile his name was. He made himself, and from there they evolved. So many monsters to battle. But why should I keep talking about them? The Castle of Alurn is the center of the world, a great population of Wizards are there, some are the greatest I've seen in a while. But beyond the shade lands and Alurn's wizard worlds, there's desert. The real master there is an elemental named Sol. He rules over desert elementals, some of the elementals have actually become people at the castle's academy. Have I not mentioned that? The Alurn Academy of Wizardry is the place where people learn to become the wizards that defend the castle of Alurn. Why do they protect it? Because that who wears the Crown of Alurn gains Omnipotence. Vile wants it to become the most powerful thing there. Every decade though, a new person enters the Castle of Alurn and bears the crown, becoming the Master Wizard until end time of return, when all the magical energies are striped away and the crown is locked away until end next wizard becomes the next Master Wizard. Right now an illusionist named Zi Ulun is the soon-to-be Master Wizard. And who am I? My name is Jace Beleren, and I am the first being ever on Alurn"

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Comments

  • @Dom_Rocks Not really related to the set, but it might be worth pointing out that that emblem is REALLY underpowered for a 'walker emblem.
  • Yeah, it's probably a bad one, but In the actual set there are 2 more planeswalkers that are REALLY good. SO it balances it all out.
  • edited June 2019
    This Jace would most likely be the Buy-A-Box promo.
  • edited June 2019
    @Dom_Rocks The fact that other walkers are good doesn't work in balancing-out like that. Sometimes planeswalkers are somewhat underpowered, but party-Jacing for four turns to get an emblem that reads "You get to rummage ONE WHOLE card every turn AFTER COMBAT. Hooray." is a little over the top in terms of underpowering.
  • It was meant for BEFORE combat. I don't know phases that well...
    :(
  • @Dom_Rocks My point was more focused on how it's a very bad effect (for an emblem). It's a nice effect, but it's also an effect that I can replicate relatively well with a red card that costs three mana:

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  • Yeah...
    I understand that, at the time it seemed good, but know it seems... meh.
  • Part II: Who is Zi?

    "I must continue the story, no matter what seems strange. I must talk about Zi Ulun, who is he? Well, at a young age Zi was able to do things that seemed impossible for a kid his age. He made illusions like no other could, his favorite thing to do is make birds and trick people in the night. When it came time for him to go to the Alurn Academy, he became skilled in some other arts of magic, but he could not get everything done correctly one-hundred percent of the time, but he did his best, soon enough his illusionist skills became masterful, he was the best illusionist the academy had ever seen. When out one night, Zi saw some his classmates picking on someone, when he tried to make an illusion to scare them off, another one of them attacked him, they all started to beat him up, until his spark ignited, where did he planeswalk to? Why, the wonderful world of Dominaria inside a forest full of thallids. From there he tried to run, and eventually tricked them into running off in different direction using his illusions. Then he realized he was a planeswalker, and figured out how to travel through the Aether and return to Alurn. From there he grew and honed his skills. He became Zi, the All-Great Illusionist. That is Zi's story. Do you want to hear mine? You just have to wait and see..." - Jace

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  • @Dom_Rocks I hate to play a repetitive tune, but the emblem of this planeswalker's just plain old bad. Having hexproof is positive, but it only matters against certain decks and if those decks haven't killed you by the time you've got that emblem, they've probably lost anyway. Leyline of Sanctity exists for a reason and that reason makes that emblem totally obsolete, though it's honestly not that good anyway.

    Also, giving the player hexproof is a white mechanic, not blue.
  • I know, I know. But you don't really NEED to use the ability, you can be fine with just Drawing cards and making Birds all day long. I see your point but there is no problem with it. Also:

    There are 50+ blue cards with Hexproof. And you said the player? image
  • edited June 2019
    @Dom_Rocks Aye, but cards that exclusively give the player hexproof are traditionally limited to white in cards such as Leyline of Sanctity and Aegis of the Gods and besides, Lazotep Plating lacks the permanency of its white brethren.

    Getting on to the bigger point, the fact that you don't have to use the ability irrelevant. Mythic-rare 'walkers have ultimate abilities (I'm aware that there are exceptions) for a reason. It's a reward for managing to keep the planeswalker alive and ticking up, as it were. If I opened a mythic-rare planeswalker in limited and its ultimate ability was useless, I'd be a little angry. Going through Gatherer / Scryfall and looking through planeswalkers, I can't see a single one that could be opened in a set (with the exception of Kaya, Orzhov Usurper, and even then I've seen somebody win a draft event partially through her) where I don't think "That seems great, I'd really like to activate it."

    Even Tibalt, the target of so many jokes, has an ultimate that does good things (and in limited, it'd be more accurate to say that his ultimate just wins the game immediately).

    That got a bit rant-y, but the point I'm trying to make is that ultimate abilities are supposed to be good. That's their whole purpose. With the current card, you could actually make the ultimate better by switching it with either of the other abilities, and that's just a generally bad sign and goes against the reward that planeswalker cards in normal sets are supposed to be.
  • Yeah, I know.

    At the time, it seemed really good. You know?

    Also, there was no such thing as a Not-Mythic planeswalker, so I had to make to mythic.

    Honestly, I kinda want to make it rare soon.
  • Part III: Why is Jace?

    "So my tale begins at the end, you see. After a great war where I lost... many close to me, I planeswalked to Alurn, from there I joined there ranks, the second planeswalker to ever come to Alurn, who is the first? Just wait... anyway, as I learned what it was like on Alurn, I knew I had to tell my fellow Gatewatch members. We met up on Dominaria to discuss a meeting, this is what was said...

    "So, Gatewatch. What has been everyone's adventures after the war?" said Teferi, as he looks at us. Me, Chandra, Kaya, and Nissa, who came back to tell us something.

    "I don't want to talk about it" said Chandra.

    "My hunt for Liliana is continuing, I will find her and bring her to justice, but the search has gone cold" said Kaya, she's on the hunt for Liliana, a former Gatewatch member who help who can not be named in the war.

    Nissa said something, I can't remember exactly.

    Then I said, "There's a plane where only one other planeswalker has been to" I said, "Sarkhan Vol was the only other planeswalker there, it's called Alurn, and it needs to be watched"

    "Why?" Asked Teferi, and he was not wrong, there many other threats out there.

    "There is something called a Crown of Alurn, it is said to give the wearer of it Omnipotence, a planeswalker could obtain it and control the plane"

    "Why can't YOU protect it?" said Chandra.

    "I will then" I said as I planeswalked away back to Alurn. I don't know what else happened that day, but I can say that I choose the right thing.

    I must take a rest for now, but I will tell you what happens next soon..." - Jace
  • Part III and a 1/2: Why is Jace? continued.

    "Ah, nice rest that was, now to continue...

    As I learned about Alurn, I became more at home. I taught for a long while at the Alurn academy, I even taught Zi Ulun for a while, but I gave it up. For years I lived in my own little house away from everybody, but then the Fight for the Crown began, and Vile beared the Crown of Alurn. His form changed, he came more monster like, he was almost... Undefeatable. But with Zi and Sarkhan's help, I obtained the Crown, and I hatched a plan. I figured out a spell to take me back in time, to warn people, to help build a plan against the Shade's and stop Vile from becoming the Undefeatable.

    And I did it, I was off, into the past, and I came here, to tell you these stories before I continue, but I'm not done yet. You must hear about how Sarkhan Vol came to this world, or what Vile is exactly, so stayed tuned" - Jace
  • edited June 2019
    Part IV: What is Vile?

    "You want to know about Vile? Well, he dates back to the birth of Alurn...

    Vile embodies all dark magic on Alurn, and he slowly became real. A group of cultists named the Vile Cross went to what is know known as the Shade Lands and used a summoning spell, they harnessed mana itself to shape a form from nothing, and Vile was born, he absorbed the cult, they became the first shades of the plane. But there we're others slowly becoming shades, guardians of lands slowly became the nightmares surrounding it. Vile became a nightmare, a Master Mage of Shade, if you will.

    Things started dying, and the shades we're evolving, Vile is said to be Immortal until someone truly kills him, with sacrifice.

    And that's his story, I only have one more story to tell, how Sarkhan Vol became a distinct part of Alurn history..."
    - Jace

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