Manifest True Form {2}{B}{R} Enchantment — Aura (Rare)
Enchant creature
When Manifest True Form enters the battlefield, exile enchanted creature. Then return it to the battlefield under its owner’s control with two +1/+1 counters and a Transcendent counter on it.
Transcendent:(This creature is legendary and can’t be blocked by creatures with lower power.)
Whenever enchanted creature deals damage to a player, you may draw a card.
"I’ve always known there was more to me — it’s time to embrace the truth."
This card represents Desmodius's choice to become his true self, embracing his full potential and transcending the limitations of his current form. The Transcendent ability marks his transformation into something more powerful and legendary. The +1/+1 counters signify the physical and magical enhancement from becoming whole.
"Hmm, interesting, the Elemental says. Usually you want to know more. But be that as it may, its time to go home and find out what exactly happened and why pearl was "boxed"."
The surroundings around you beginn to blur and suddenly you find yourself in a room that looks very likely like its inside one of the towers of the city. The room has one door and looks like a storage room. From outside you hear a lot of voices.
Desmodius:
Something felt strange. As Desmodius looked around, he saw himself, no, not himself, a reflection of himself in a mirror, that was, for whatever reason, placed on one wall. He was a young man, maybe 20 years old, with no signs of vampirism. But there was more, his bloodlust and need to drink blood was gone! But for whatever reason he still had vampiric strength and senses. Desmodius remembered this body, it was an eternity ago, but it was his former self. As he concentrated, he was surprised. This Body was way more magical than he could remember. And his Mind hadnt been changed at all, he was still himself.
Desmodius lost:
- All Vampiric disadvantages. He can now walk in the sun again and other things vampires usually cant do. He is no longer a vampire.
Desmodius kept:
- All Vampiric improvements like higher strenghth, hightened senses, vampiric speed etc.
Desmodius gained:
- A semi-timeless body that doesnt seem to age, making him practically immortal, unless killed by something.
- Fast healing/regeneration. Desmodius wounds heal extremely fast.
- Endless stamina. Desmodius doesnt need to sleep, though he can do so. Desmodius doesnt tire like normal people.
Seems like the Greater Time Elemental used some of his temporal magic to accelerate or slow certain functions of Desmodius Body. And it replaced the vampire version with a pre-vampire version.
New Quest for Desmodius:
Create the Legendary non-Vampire version of Desmodius as a card and try to give it ability matching the new traits of Desmodius.
Pearl:
Pearl felt light. She was back in the tower but something had changed. In her head something echoed. "Compleat? Nice try. Dropping oil here? I'll show you how compleat you are..."
And then she realized it. Though she was still a phyrexian, technically, somehow all her oil was gone. No, not gone, it was still around, but it had been time-shifted. Maybe it was a day or a month or a year in the past or future, but still, for now it was unreachable. Maybe she shouldnt have dropped her oil in the Time Elementals home, but she just had to try. A compleated Time Elemental would have been such a powerful ally, she just had to try. And a compleated Leviaturtle with a compleated City on top could have been the next Phyrexia. But the Time Elemental had seen through her plans and made a fool of her.
New Quest for Pearl:
Create the oilless Phyrexian Version of Pearl as a card. Until Pearl gets her oil back, she can act however she wants and is not forced to act like a typical phyrexian.
Dr. Orion:
While Dr. Orion was floating through time he could see endless Versions of himself! Some of them were even crazy mad, not unlike himself. He was perfectly normal. But there were so many possibilities out there he realized! And so much more he could learn or become. But then he found himself in some kind of storage room with the others. Had he dreamt this journey through time? He tried to keep some of the things he learned, but it already escaped his mind. Maybe he could summon of the other Dr. Orions and work together with them, he thought? Why not giving it a try, and so Dr. Orion tried to summon ... himself.
New Quest for Dr. Orion:
Create a legendary version of Dr. Orion that can randomly summon either a Fox Spirit/Elemental or a non legendary copy of himself.
{2}{B}{R} Legendary Creature — Human Warrior (Mythic Rare)
4/4
Lifelink, Haste
Desmodius, Reclaimed by Time can’t be sacrificed.
Timeless Regeneration — If Desmodius, Reclaimed by Time would be destroyed, exile it instead, then return it to the battlefield under your control at the beginning of the next end step with a +1/+1 counter.
Desmodius doesn’t tap to attack and doesn’t untap during your untap step. At the beginning of each upkeep, you may untap Desmodius.
"The curse is lifted, but time has woven new strength into my very essence. I am beyond limits — bound only by the edge of eternity."
Explanation of Abilities:
Lifelink: Reflects his lingering vampiric strength and vitality.
Haste: Represents his vampiric speed and his unending stamina, always ready for action.
Timeless Regeneration: Captures his new immortality and fast healing; even death can’t hold him for long.
Doesn’t tap to attack and unique untap clause: Signifies his endless stamina, allowing him to remain constantly active and ready for battle.
This version of Desmodius reflects his pre-vampire self, now enhanced with temporal magic and a semi-timeless body.
Pearl, Lost to Time {b}{u}{w}{3} Legendary Creature-Dragonborn Cleric, Mythic Rare. 6/3
Trample, deaththouch, prowess.
Commander tax does not apply to Pearl, Lost to Time if it is your commander.
Whenever Pearl, Lost to Time becomes the target of a spell or ability that is not a color among permanents you control, draw a card. Then, Pearl, Lost to Time fights target creature you don't control.
Whenever Pearl, Lost to Time dies or is put into the command zone or graveyard in any way, the next time you cast it, it gains +0/+2 and haste.
Btw. what do you think about Christmas time? Should we make a christmas break/pause and then resume this RPG after christmas ?
Meanwhile, while Dr. Orion was still trying to summon himself, Pearl and Desmodius opened the door a bit and peaked out. This storage room belonged to the market quarter and outside there were people busy buying and selling stuff on the market. The market itself was located inside the tower and at least Pearl had been here often while she was living inside the tower.
@LvB I am sorry, it seems I am not interested right now. You may do anything with Dr. Orion until I decided to join back. I am sorry for any inconvenience.
"Ahahaha! It worked!" You hear from the two Dr.Orions. "I summonened myself! Time and space are truly fascinating!" the two Dr. Orions say in unisono. "But we should go now! Mysteries must be solved!"
Now that your party is ... completer than before. It is time to start the investigation to find out who or what is responsible for Pearl being put in the sarcophagus.
New Quest: Investigations!
Choose one or more and create a card representing your choice!
- Before we start to investigate we should disguise ourself. Pearls enemies are still out there, better if we stay in the shadows. The market surely has stuff like hats, robes, cloaks and such and maybe even a false beard?
- Lets draw as much attention as possible! If pearls enemies see that she is still alive they will come to us sooner or later. And then we lure them into our trap!
- We should start our investigation by trying to find out who created the sarcophagus.
- We should explore pearls former home, maybe we find something there
- Maybe we could ask the towers historian what happened after pearls "death" ?
- Since Pearl was poisoned we should try to find out more about the poison and who would be able to craft it.
- We could pay all former rivals of pearl a visit and find out what they know.
Taking a Christmas break sounds like a great idea! It would give everyone time to enjoy the holidays and recharge before diving back into the RPG. Now, let’s tackle the investigation. Here's a card idea for each option:
Undercover Preparations
{1}{U}{B} Sorcery (Uncommon) Search your library for an artifact or enchantment card with mana value 3 or less, reveal it, put it into your hand, then shuffle. If you control a creature, it gains hexproof until end of turn. "The shadows are our allies, and a false beard our greatest weapon."
Drawing the Spotlight
{2}{R}{W} Sorcery (Rare) Until end of turn, all creatures able to block your creatures do so. Whenever a creature blocks this turn, it deals damage equal to its power to its controller. "Let them come. Their hubris will lead them to their downfall."
Unravel the Mystery
{1}{U}{B} Instant (Rare) Return target artifact or enchantment card from a graveyard to your hand. Investigate. (Create a Clue token: {2}, Sacrifice this artifact: Draw a card.) "Every lock has its key, and every sarcophagus its secret."
Pearl’s Past Refuge
{2}{G}{W} Enchantment (Rare) When Pearl’s Past Refuge enters the battlefield, investigate twice. Creatures you control have “{T}: Scry 1.” "Her sanctuary may hold the answers — or the ghosts of questions unasked."
Historian’s Counsel
{1}{U}{U} Sorcery (Uncommon) Scry 3, then draw a card. If you control an artifact or legendary creature, draw an additional card. "The threads of the past weave truths hidden from common eyes."
Poisoner’s Trail
{2}{B}{G} Sorcery (Rare) Destroy target creature. Investigate. If a Clue was sacrificed this turn, you gain life equal to the destroyed creature's toughness. "Every venom leaves a trace, and every trace leads to its source."
Rival Confrontation
{3}{B}{R} Enchantment (Rare) At the beginning of your upkeep, target opponent reveals their hand. Choose a card from it. Until end of turn, you may cast that card and spend mana as though it were mana of any type to cast it. "Their secrets are buried deep — but they will tell us everything."
Let me know which path(s) the party takes! This investigation is shaping up to be an exciting chapter.
And so you leave for Pearls former home. Your way through the tower is without any real disturbances, but as you arrive at Pearls former home - two rooms inside the tower - you notice a piece of parchment on the entrance door.
"This property has been seized by his royalty, the prismatic prince, and is closed for repairs and renovation."
But, as no one looks, you swiftly open the door and sneak into pearls former home, which is, much to your disappointment, empty. Pearls stuff must have been moved elsewhere, thrown away or sold, who knows. This first entrance room was used by Pearl and visitors that came here to buy or sell stuff or get some blue magic that Pearl used to craft and sell.
But, as you enter the second room, which is empty as well, Pearl feels that something isnt right. And, as you look around, you notice it immediately. A part of the wall is an illusion! As blue mage this Illusion is no match for Pearl and as you dispell it, it reveals a small hole with a scroll inside!
As open and read it, you notice that it is your own writing! But you dont remember having written this! And the date is strange too because it is the date you woke up inside the casket!
"Third Day of the Second Week of Month Seven:
Notice to myself: Something is not right. I feel being watched and i can feel strange magic reaching out for my home that is slowly eating away the protective spells i created to protect my home. But whoever or whatever this is, its work is very subtle and almost unnoticeable. I will leave some notes for myself, hidden by illusions, in case should this magic influence me. And maybe i should speak with my friends, the white and the black mage. But this can wait. I will first try some divinations to find out what magic this is.
Pearl"
Confusing, but also quite interesting, you think. You noticed something odd and even wrote it down, but why cant Pearl remember? It seems that a whole day is missing from your memory. But why? Sideeffects of the poisening? Did the casket do it? Did someone erase the last day of your memory as you were paralysed? This raises even more Questions.
But, what next?
Choose one or more and create a card representing your choice!
-
Before we start to investigate we should disguise ourself. Pearls
enemies are still out there, better if we stay in the shadows. The
market surely has stuff like hats, robes, cloaks and such and maybe even
a false beard?
- Lets draw as much attention as possible!
If pearls enemies see that she is still alive they will come to us
sooner or later. And then we lure them into our trap!
- We should start our investigation by trying to find out who created the sarcophagus.
- We should explore pearls former home, maybe we find something there
- Maybe we could ask the towers historian what happened after pearls "death" ?
- Since Pearl was poisoned we should try to find out more about the poison and who would be able to craft it.
- We could pay all former rivals of pearl a visit and find out what they know.
- NEW: Pearl mentioned te black and the white mage, maybe they know something?
Pearl will attempt to scrounge in her memory to find the location of the black and white mages. For now, we should attempt to disguise ourselves so that we are less noticeable among the crowd.
As you remember, your Tower is divided into diffrent Quarters.
On top are the gardens/farms, called THE SKYFOREST which provide food.
Below them is THE HIGH PEAK where the nobility lives. Your tower is actually ruled by the Prismatic Prince and his sister, the Pale Princess.
Then, below the High Peak is the part for the "normal" tower inhabitants, but the white mage and the black mage where smart and both have created their own organisation to support them, resulting in both of them living on the same stage of the tower, just below the nobility, but above the other inhabitants. The white mage is supportet by his "Church of holy Retribution", while the black mage has the support of the "Cult of Darkness".
The rest of the tower is filled with a mix of inhabitants. Since you chose to disguise yourself, you decide to go back to the market, located in the middle section of the tower.
And as you arrive there, you realize, that you have no money. But for powerful mages like you, thats no problem.
New Quest: "Money! Money! Money!"
Create a spell that creates one or more treasure token!
New Quest: Shopshopshop!
Create a spell or a permanent, that is used to disguise/cloak/stealth yourself or makes you look very common and uninteresting.
Optional Quest: Beardbeardbeard!
Create an equipment card called "False Beard"
Choose one or more and create a card representing your choice!
-
Before we start to investigate we should disguise ourself. Pearls
enemies are still out there, better if we stay in the shadows. The
market surely has stuff like hats, robes, cloaks and such and maybe even
a false beard?
- Lets draw as much attention as possible!
If pearls enemies see that she is still alive they will come to us
sooner or later. And then we lure them into our trap!
- We should start our investigation by trying to find out who created the sarcophagus.
- We should explore pearls former home, maybe we find something there
- Maybe we could ask the towers historian what happened after pearls "death" ?
- Since Pearl was poisoned we should try to find out more about the poison and who would be able to craft it.
- We could pay all former rivals of pearl a visit and find out what they know.
- Pearl mentioned te black and the white mage, maybe they know something?
Rules Text: Whenever you cast an instant or sorcery spell, cloak the top card of your library.
Whenever you flip a face down card face up, you may cast an instant or sorcery spell with mana value 3 or less from your hand paying {u}. If it's a sorcery, it becomes an instant.
Whenever you turn a permanent card with mana value 5 or more face-up, draw 3 cards and add {u}{u}{u}{u}{u} to your mana pool.
Create a spell card that creates one or more treasure token!
New Quest: Shopshopshop!
Create a spell card or a permanent card, that is used to disguise/cloak/stealth yourself or makes you look very common and uninteresting.
Optional Quest: Beardbeardbeard!
Create an equipment card called "False Beard"
And after that, choose what your group wants to do next:
Choose one or more and create a card representing your choice!
-
Before we start to investigate we should disguise ourself. Pearls
enemies are still out there, better if we stay in the shadows. The
market surely has stuff like hats, robes, cloaks and such and maybe even
a false beard?
- Lets draw as much attention as possible!
If pearls enemies see that she is still alive they will come to us
sooner or later. And then we lure them into our trap!
- We should start our investigation by trying to find out who created the sarcophagus.
- We should explore pearls former home, maybe we find something there
- Maybe we could ask the towers historian what happened after pearls "death" ?
- Since Pearl was poisoned we should try to find out more about the poison and who would be able to craft it.
- We could pay all former rivals of pearl a visit and find out what they know.
- Pearl mentioned te black and the white mage, maybe they know something?
Here are the cards for the latest quests and investigation choices:
Treasure Hunt
{2}{G} Sorcery (Uncommon)
Create two Treasure tokens. (They are artifacts with “{T}, Sacrifice this artifact: Add one mana of any color.”)
If you control an artifact or enchantment, create an additional Treasure token. "The market gleams with opportunity for those with sharp eyes and nimble fingers."
Shroud of Anonymity
{1}{U} Enchantment — Aura (Uncommon)
Enchant creature
Enchanted creature can’t be blocked and has hexproof as long as it’s untapped. "Blend in, and you’ll vanish in plain sight."
False Beard
{1} Artifact — Equipment (Uncommon)
Equipped creature has “{1}: This creature gains hexproof until end of turn” and “This creature’s name becomes ‘Common Merchant’ until end of turn.”
Equip {1} "Nothing says ‘I’m not suspicious’ like a luxurious, well-groomed beard."
Before We Start to Investigate
{1}{U}{B} Enchantment (Rare)
When this enchantment enters the battlefield, choose one —
Creatures you control gain hexproof until end of turn.
Investigate twice. (Create two Clue tokens.) "First, we vanish from their sight. Then, we uncover the truth."
Drawing Attention
{2}{R}{W} Enchantment (Rare)
Creatures you control have “{T}: Target opponent’s creatures attack you or a planeswalker you control if able this turn.”
Whenever a creature attacks you, draw a card. "Come, enemies. Let us put on a show you’ll never forget."
Who Created the Sarcophagus?
{2}{U}{B} Sorcery (Rare)
Search your library or graveyard for an artifact card, reveal it, and put it into your hand. Then investigate. "Every maker leaves a signature, even if hidden."
Exploring Pearl’s Home
{3}{G} Sorcery (Uncommon)
Search your library for up to two land cards and put them onto the battlefield tapped. Then shuffle.
If a creature you control explored this turn, draw a card. "Her sanctuary may yet hold the whispers of her past."
Ask the Historian
{2}{U} Instant (Uncommon)
Scry 2, then draw a card. If you control a legendary creature or planeswalker, investigate. "The past holds answers, but it takes wisdom to see them clearly."
Tracing the Poison
{2}{B}{G} Sorcery (Rare)
Destroy target creature. Investigate twice. If a Clue was sacrificed this turn, you gain life equal to the destroyed creature’s toughness. "Every venom has a creator, and every creator has motives."
Pay Rivals a Visit
{3}{B}{R} Sorcery (Rare)
Target opponent reveals their hand. Choose a card from it. You may cast that card without paying its mana cost.
If a legendary creature you control attacked this turn, copy this spell. "They’ll talk — willingly or otherwise."
Seek the Mages
{3}{W}{B} Sorcery (Rare)
Search your library for two legendary creature cards, reveal them, and put them into your hand. Then shuffle. "The black and the white — their balance holds the key."
Let me know which direction your group takes and how you'd like to proceed!
Comments
Desmodius’s Choice: Embrace the True Self
Manifest True Form
{2}{B}{R}
Enchantment — Aura (Rare)
Enchant creature
When Manifest True Form enters the battlefield, exile enchanted creature. Then return it to the battlefield under its owner’s control with two +1/+1 counters and a Transcendent counter on it.
Whenever enchanted creature deals damage to a player, you may draw a card.
"I’ve always known there was more to me — it’s time to embrace the truth."
This card represents Desmodius's choice to become his true self, embracing his full potential and transcending the limitations of his current form. The Transcendent ability marks his transformation into something more powerful and legendary. The +1/+1 counters signify the physical and magical enhancement from becoming whole.
Desmodius, Reclaimed by Time
{2}{B}{R}
Legendary Creature — Human Warrior (Mythic Rare)
4/4
Lifelink, Haste
Desmodius, Reclaimed by Time can’t be sacrificed.
Timeless Regeneration — If Desmodius, Reclaimed by Time would be destroyed, exile it instead, then return it to the battlefield under your control at the beginning of the next end step with a +1/+1 counter.
Desmodius doesn’t tap to attack and doesn’t untap during your untap step. At the beginning of each upkeep, you may untap Desmodius.
"The curse is lifted, but time has woven new strength into my very essence. I am beyond limits — bound only by the edge of eternity."
Explanation of Abilities:
This version of Desmodius reflects his pre-vampire self, now enhanced with temporal magic and a semi-timeless body.
{b}{u}{w}{3}
Legendary Creature-Dragonborn Cleric, Mythic Rare.
6/3
Trample, deaththouch, prowess.
Commander tax does not apply to Pearl, Lost to Time if it is your commander.
Whenever Pearl, Lost to Time becomes the target of a spell or ability that is not a color among permanents you control, draw a card. Then, Pearl, Lost to Time fights target creature you don't control.
Whenever Pearl, Lost to Time dies or is put into the command zone or graveyard in any way, the next time you cast it, it gains +0/+2 and haste.
Partner (You may have 2 commanders.)
I am sorry, it seems I am not interested right now. You may do anything with Dr. Orion until I decided to join back. I am sorry for any inconvenience.
Taking a Christmas break sounds like a great idea! It would give everyone time to enjoy the holidays and recharge before diving back into the RPG. Now, let’s tackle the investigation. Here's a card idea for each option:
Undercover Preparations
{1}{U}{B}
Sorcery (Uncommon)
Search your library for an artifact or enchantment card with mana value 3 or less, reveal it, put it into your hand, then shuffle.
If you control a creature, it gains hexproof until end of turn.
"The shadows are our allies, and a false beard our greatest weapon."
Drawing the Spotlight
{2}{R}{W}
Sorcery (Rare)
Until end of turn, all creatures able to block your creatures do so.
Whenever a creature blocks this turn, it deals damage equal to its power to its controller.
"Let them come. Their hubris will lead them to their downfall."
Unravel the Mystery
{1}{U}{B}
Instant (Rare)
Return target artifact or enchantment card from a graveyard to your hand. Investigate. (Create a Clue token: {2}, Sacrifice this artifact: Draw a card.)
"Every lock has its key, and every sarcophagus its secret."
Pearl’s Past Refuge
{2}{G}{W}
Enchantment (Rare)
When Pearl’s Past Refuge enters the battlefield, investigate twice.
Creatures you control have “{T}: Scry 1.”
"Her sanctuary may hold the answers — or the ghosts of questions unasked."
Historian’s Counsel
{1}{U}{U}
Sorcery (Uncommon)
Scry 3, then draw a card. If you control an artifact or legendary creature, draw an additional card.
"The threads of the past weave truths hidden from common eyes."
Poisoner’s Trail
{2}{B}{G}
Sorcery (Rare)
Destroy target creature. Investigate. If a Clue was sacrificed this turn, you gain life equal to the destroyed creature's toughness.
"Every venom leaves a trace, and every trace leads to its source."
Rival Confrontation
{3}{B}{R}
Enchantment (Rare)
At the beginning of your upkeep, target opponent reveals their hand. Choose a card from it. Until end of turn, you may cast that card and spend mana as though it were mana of any type to cast it.
"Their secrets are buried deep — but they will tell us everything."
Let me know which path(s) the party takes! This investigation is shaping up to be an exciting chapter.
Cost: {1}{u}{r}
Instant
Rules text: Draw 2 cards and create 2 treasure tokens.
Flashback {u}
Legendary Creature - Dragonborn Cleric - Mythic Rare
Cost: {1}{u}{u}{u}{u}
Rules Text: Whenever you cast an instant or sorcery spell, cloak the top card of your library.
Whenever you flip a face down card face up, you may cast an instant or sorcery spell with mana value 3 or less from your hand paying {u}. If it's a sorcery, it becomes an instant.
Whenever you turn a permanent card with mana value 5 or more face-up, draw 3 cards and add {u}{u}{u}{u}{u} to your mana pool.
Artifact - Equipment - Common
Cost: {2}
Rules Text: Equip {2}
Equipped creature has shadow.
If equipped creature would deal combat damage to a creature or player, return Fake Beard to your hand.
Here are the cards for the latest quests and investigation choices:
Treasure Hunt
{2}{G}
Sorcery (Uncommon)
Create two Treasure tokens. (They are artifacts with “{T}, Sacrifice this artifact: Add one mana of any color.”)
If you control an artifact or enchantment, create an additional Treasure token.
"The market gleams with opportunity for those with sharp eyes and nimble fingers."
Shroud of Anonymity
{1}{U}
Enchantment — Aura (Uncommon)
Enchant creature
Enchanted creature can’t be blocked and has hexproof as long as it’s untapped.
"Blend in, and you’ll vanish in plain sight."
False Beard
{1}
Artifact — Equipment (Uncommon)
Equipped creature has “{1}: This creature gains hexproof until end of turn” and “This creature’s name becomes ‘Common Merchant’ until end of turn.”
Equip {1}
"Nothing says ‘I’m not suspicious’ like a luxurious, well-groomed beard."
Before We Start to Investigate
{1}{U}{B}
Enchantment (Rare)
When this enchantment enters the battlefield, choose one —
"First, we vanish from their sight. Then, we uncover the truth."
Drawing Attention
{2}{R}{W}
Enchantment (Rare)
Creatures you control have “{T}: Target opponent’s creatures attack you or a planeswalker you control if able this turn.”
Whenever a creature attacks you, draw a card.
"Come, enemies. Let us put on a show you’ll never forget."
Who Created the Sarcophagus?
{2}{U}{B}
Sorcery (Rare)
Search your library or graveyard for an artifact card, reveal it, and put it into your hand. Then investigate.
"Every maker leaves a signature, even if hidden."
Exploring Pearl’s Home
{3}{G}
Sorcery (Uncommon)
Search your library for up to two land cards and put them onto the battlefield tapped. Then shuffle.
If a creature you control explored this turn, draw a card.
"Her sanctuary may yet hold the whispers of her past."
Ask the Historian
{2}{U}
Instant (Uncommon)
Scry 2, then draw a card. If you control a legendary creature or planeswalker, investigate.
"The past holds answers, but it takes wisdom to see them clearly."
Tracing the Poison
{2}{B}{G}
Sorcery (Rare)
Destroy target creature. Investigate twice. If a Clue was sacrificed this turn, you gain life equal to the destroyed creature’s toughness.
"Every venom has a creator, and every creator has motives."
Pay Rivals a Visit
{3}{B}{R}
Sorcery (Rare)
Target opponent reveals their hand. Choose a card from it. You may cast that card without paying its mana cost.
If a legendary creature you control attacked this turn, copy this spell.
"They’ll talk — willingly or otherwise."
Seek the Mages
{3}{W}{B}
Sorcery (Rare)
Search your library for two legendary creature cards, reveal them, and put them into your hand. Then shuffle.
"The black and the white — their balance holds the key."
Let me know which direction your group takes and how you'd like to proceed!