#Mirrodin Block
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beatsandskies · 1 month ago
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A history of red precons: Theme Decks
I'm slowly going through all the monored precons, because why not? Today: Theme Decks! In particular Goblin Mob from Scourge, Master Blaster from Darksteel and Spiritbane from Champions of Kamigawa. Well, those are the three monored decks WoTC released!
A series where I take a look at how Magic has changed by looking at Preconstructed decks which share a theme, strategy or colour combination. In part one of “Red” I covered Starter decks, and part two World Championship decks. This is part three! So I’m going to get Flames of Rath out of the way first, and try not to bring it up again and again. It’s a pretty cool deck, lots of mountains and…
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stupidstupidratcreatures · 2 years ago
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i hate how cool the magic cards have been lately bc i quite frankly cannot stand the phyrexians and want them to go home
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dravidious · 7 months ago
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#creative block is also cool #finally a power crept Override
Oh I've never heard of that card, let me see-
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You're more amazing than a 1/1000 chance
Blue commons, and another rare I had an idea for
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Blue and black together cover all 4 modification themes in the set, so a card that rewards you for using all the different themes is obvious! Unfortunately, treating +1/+1 counters and keyword counters as different kinds of modifications would be confusing, difficult to word, and wouldn't even match the usual reminder text for modified, so you don't technically need to use all 4 themes. But still, this is some great untapped design space, perfect for rare!
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markrosewater · 2 months ago
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You've repeatedly stated that the original Mirrodin block already hinted at the return of the Phyrexians. To this day, I've failed to see those references. Could you point them out? Thanks!
The boldest clue was in the book. The clues on the cards themselves were super subtle.
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littjara-mirrorlake · 23 days ago
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With MagicCon: Chicago plans starting to be finalized on WotC's end, and some information due from me on my D&D work, it's time to lock in a (working) title.
Plane Shift: Mirrodin/New Phyrexia is now Glistener's Guide to New Phyrexia.
I'll go through and change some organization accordingly, mostly the tag I use to discuss the book on this blog.
(I would have wanted to make an alternate cover titled Goldwarden's Guide to Mirrodin, Scars block style, but I have a feeling that commissioning one cover will already be more than pricey enough.)
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corvidous · 6 months ago
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I have one EDH deck and it's Anax & Cymede.
Boros EDH combat deck time: My Brain Small, My Meat Huge, My Pain Endless, I human soldier ever onward
So there are more tumblr mtg players than I anticipated, it turns out. What's everyone's favourite commander?
I'll go first, Juri of the Revue.
(Honourable mention to my meme deck where you have to get a date for Jenson Carthalion, Druid Exile by swiping left or right with his scry ability.)
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pikagatogirltits · 3 months ago
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One of the things I really dislike about the recent Universes Beyond discourse is that a lot of people (mostly on Reddit) are obsessed with creating these false dichotomies. Enfranchised players vs UB enjoyers, Vorthoses vs UB players...implying that these two things are naturally opposed and that players who like UB aren't the "real" fans.
I started playing Magic when I was 11 in 2001 with a 7th Edition Starter Kit. I discovered there was lore during Mirrodin block. My first Magic story I read was Outlaw, the Champions of Kamigawa novel. Honestly, the original Kamigawa block novels and original Ravnica block novels are still some of my favorite Magic stories of all time. I am very much an enfranchised player and a Vorthos. I have 30+ Commander decks, I maintain a comprehensive list of queer characters on Magic cards in both Google docs and Moxfield forms, I have a side project where I'm homebrewing Magic the Gathering elements like backgrounds and ancestries for Pathfinder 2E, and I'm working on rules for running a planeswalker themed game with the Storypath Ultra Core system. Like, I really can't stress enough that I am hardcore dedicated to the game and lore.
And I love Universes Beyond!
Two of my commander decks are built around UB commanders, a Rose Noble/14th Doctor deck and an Arcee deck. I'm not even a Transformers fan, I just built Arcee as part of my "build a deck for every canon trans woman who gets a Magic card" challenge because Arcee is apparently a trans woman in the IDW comics. I'm in the process of building an all UB Commander deck that I've named Ultimate Showdown. Most of my Commander decks have at least one UB card in them mixed in with the Magic multiverse cards. I'm eagerly looking forward to the Final Fantasy and Spider-Man sets.
So I really wish people would stop treating "enfranchised players" and/or Vorthoses as some kind of monolith that all uniformly hate UB. Because they don't speak for me. Quite frankly I'm getting really sick of them acting like how I enjoy Magic and the cards I want to play with are bad or wrong or "not real Magic." I'm getting really sick of the way they talk trying to invalidate my identity as a "true Magic fan" by insinuating "true Magic fans" all hate UB. It sucks. I already face a feeling of alienation at times from the larger Magic community for being a trans girl. I don't enjoy feeling further alienated by this.
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sylvan-librarian · 1 year ago
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Nissa's Pilgrimage Part I: Worldwaker
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Preface: 
Hi there! My name is Steven; I recently wrapped up a master’s degree in library science and am doing my best to segue careers. Since my terminally long job hunt has left me with more down time than I ever wanted to have, I decided to put my English degree to good(?🤷) use by writing a bunch of personal essays on Magic the Gathering, as it is a topic I have been obsessed with for around a decade now. I didn’t intend to share these ramblings at first, and I began this whole project for my own edification, to keep my brain active, and to prevent myself going insane from boredom. However, I thought it couldn’t hurt to throw these online and see what comes of it.
This particular piece is part 1 of ???. I have a lot of notes in my drafts and even more thoughts in my head, so it may just go on indefinitely until someone (finally) gives me a dang job.
TLDR: I’m a deranged MTG Vorthos and former English major with a lot of thoughts and even more time on my hands, so I began a handful of English major-y essays on my pet topics. I’m posting them here for now.
Introduction:
Almost every Magic player who began learning the game after the planeswalker card type was introduced in the Lorwyn expansion in October, 2007 can tell you a story about the first planeswalker card they fell in love with. It might have been because the mechanics on the card melded perfectly with their preferred strategy of play, it might have been because they kept up with the story and were invested in the represented character’s journey, or it might have simply been because they thought the art looked cool.
For whatever reason under Mirrodin’s five suns a Magic player first became attached to a planeswalker and their cards, the character often become symbolic for our love of the game itself. These symbols grow beyond simple loyalty abilities on a piece of cardboard and become inexorably intertwined with our own personal Magic experience.
For me, this planeswalker was Nissa Revane.
You see, in March of 2014, I started working at The Game Closet in Waco, Texas. I had just finished getting a master’s degree in English, so of course, my first job out in the real world was to become a clerk at my local game store (really putting my humanities education to work). Having grown up in a small Louisiana town, I never had a chance to play Magic. I entered the tabletop gaming world through my obsession with Dungeons & Dragons, Shadowrun, and sundry other RPG’s. 
Nevertheless, as Magic players made up the majority of the store’s customer base, I took it upon myself to learn the game. The Theros block was wrapping up at the time with its third set, Journey into Nyx, and a bunch of friendly players were more than happy to unload all of their bulk commons and uncommons to me (Journey into Nyx was famously underpowered, after all), so I tried to make a standard deck out of all this draft chaff and run it at Friday Night Magic. 
It didn’t go too well.
However, I was happy with the overall direction of the deck, and I immediately discovered that I loved green decks, specifically green ramp strategies.
I was enthralled with the idea of accelerating mana so that you can play flashy, intimidating creatures and cool, game warping spells far earlier than you have any right to, so I continued to tweak the deck until I made a functioning version of the Theros Standard Mono Green Devotion deck. Even though I wasn’t good enough at the game in my early days to consistently win (even at the local level), I had a lot of fun with it! It was fast and explosive, but for some reason, I couldn’t shake the feeling that it was missing something.
However, not a few months later, the Magic 2015 Core Set gets released, and the chase mythic rare in the set’s early days was exactly the kind of card I was looking for: Nissa, Worldwaker. I had no idea who this Nissa character was supposed to be — though I did think the art looked pretty cool — but I was in awe of the card’s abilities! It was precisely the kind of fuel I felt my standard deck needed at the time, and it turns out I was right! My Magic the Gathering “competitive” “career” begins and ends with a handful of first place rankings at my local game store’s standard FNM events, but as small a victory as those are, nearly all of these top rankings were due to Nissa, Worldwaker. 
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Needless to say, I became devoted to the character overnight.
Exploration:
But who is Nissa, really? Let’s start with the basics. Nissa is an elf planeswalker from the plane of Zendikar, a largely untamed wilderness where the land itself has a will of its own, causing unforeseeable (un)natural disasters called “the roil” by Zendikari locals. According to the recently-released Magic The Gathering: The Visual Guide by Jay Annelli, Nissa is in her 60s and she is 5 feet, 2 inches tall, making her the smallest of the original four members of the Gatewatch (five if you count Liliana). Nissa has a mystical connection to the land and can sense a plane’s leylines, giving her a measure of control over the ground she walks on; this allows her to animate the very land itself to fight her enemies, a narrative element that has been expressed mechanically time and time again on Nissa’s cards throughout the years. 
Ostracized from the elven clan she was born in, the Joraga, for the crime of having this connection to the land (a rare brand of sorcery called “animism” in the lore of Magic), Nissa spent large stretches of years alone with only the spirits of the natural world as companions. This has made her socially awkward to a fault, and the issues she has in communicating with her friends (and later, lovers) has been a fairly consistent plot point throughout all of the (canon) story arcs she has played a part in. 
In a fictional universe that contains ageless elder dragons, a man-eating toad, a sentient robot who literally created a planet from scratch, and a wizard who once phased an entire continent out of the time stream, Nissa Revane’s eternal struggle to express simple feelings to people she shares a bond with always seemed to me the most human element in the Magic canon. Additionally (big surprise), that’s something I have in common with her. While other Vorthoses have made the argument that Nissa is on the autism spectrum, that is something I have neither the personal experience with nor the education of to speak about. That is certainly a valid lens to view this character through, however, so if that interests you, I’d encourage you to search up these pieces on your own.
What I can speak on with a certain level of expertise, however, is the personal struggle of being a shy, withdrawn introvert in an extroverted world. As a lifelong wallflower with a vivid imagination and a rich inner world, I can deeply relate to a character who doesn’t know how to put her intense feelings to words. For example, in the final story of the Kaladesh arc, Renewal, Nissa tries to express to her companion Chandra just how deeply she wants to be “friends” with her:
Nissa swallowed past the desert in her throat. "I don't speak often. I lived alone for...decades. Zendikar was my companion. We understood each other at a level deeper than words. I...I don't know how to talk to you. I'm trying to learn." Chandra looked up, eyes wide and startled. "You don't know how to talk to me?" "I will make mistakes," Nissa said. "Pick the wrong words. Misunderstand yours. I'll act strange and won't know that I am. But if you can be patient with me, I would like to be..." Waves of sky-song memory welled upward, symphonies of color and warmth, resonant movement and shared breath. She stilled them, reduced them, and forced out angular words shaped in a pallid shadow of acceptable truth. "...your friend." Chandra's hands leapt out to enfold hers, warm as a bird's nest. "I dunno," she sniffled, one corner of her mouth quivering upward. "I think you're pretty good at picking words." "It took all afternoon to decide how to say this."
While this section of Renewal is a cornerstone of Nissa’s and Chandra’s future romantic relationship, that is a topic big enough to warrant its own essay in order to do it justice. For now, though, let’s focus on this bit: “‘I would like to be…’ Waves of sky-song memory welled upward, symphonies of color and warmth, resonant movement and shared breath. She stilled them, reduced them, and forced out angular words shaped in a pallid shadow of acceptable truth. ‘...your friend.’” Nissa’s never ending struggle to use words grand enough to communicate the intensity of the feelings in her heart has stuck with me since Renewal was posted on Magic’s website in 2017. I doubt I’m the only one, either.
Heroic Intervention
Nissa was already the character I was most invested in back in 2017, but observing her deep well of emotions she didn’t know to express and her entire lifetime's worth of interests and experiences she didn’t know how to talk about helped me, I think, come to terms the previous two-and-a-half decades of my own life that I spent cowering in corners at parties, being as unobtrusive as possible in the lives of my friends and family, and holding myself back because I didn’t think anyone would ever want me around - as a friend, as a lover, or even as a coworker. This section, from later on in Renewal, really gutted me at the time: 
What would she do, if she had the time again? If she didn't flinch at light, noise, and touch, or speak in gestures and movements strange and off-putting to others? How could she tell this new life to laugh and weep without reservation or regret; to sing to the stars and waters, or to nothing at all; to love unreserved and unguarded; to treasure every moment with those beloved; to forgive any regretted trespass; to dance when moved to; to savor long silences in warm company; to greet each dawn, each face with the thought, this will be an adventure; to be brave, and kind, and trusting, and... ...like Chandra. The aetherborn waited, flickering. But why would anyone find her thoughts on the matter of value, anyway? Don't be afraid to follow your heart, Nissa told them. ...Why would that be scary? Halfway across Ghirapur, her body exhaled a laugh into the deepening twilight. May it ever puzzle you.
It wasn’t too long after this story was published that I began my own journey from hiding in the shadows to living my life in a way I was proud of. I moved away with the woman I was dating at the time, and even though that relationship ended up not working out, I spent five long, fun, life-altering years learning to
laugh and weep without reservation or regret; to sing to the stars and waters, or to nothing at all; to love unreserved and unguarded; to treasure every moment with those beloved; to forgive any regretted trespass; to dance when moved to; to savor long silences in warm company; to greet each dawn, each face with the thought, this will be an adventure.
I wonder to this day if the courage Nissa displayed during her own pilgrimage helped nurture in me the courage I needed in my own…
Conclusion
If you made this far, thanks! I’m not sure who, if any, will be interested in these endless ramblings, but if you're here, I hope you found something in it to enjoy!
Further entries in this little series will cover who Nissa is as a character, how she has been treated by various writers in Magic's various seasons, and why that matters (to me at least). The next longform piece I post will go over Nissa’s dual origins, why she was retconned from an incompetent xenophobe into the cinnamon roll with baggage we know today, and what both the Magic Story Team and its fans have made of this shift over the years.
References
Annelli, J. Magic The Gathering The Visual Guide. DK Publishing
Li, M., Digges, K., Luhrs, A., Beyer D., & L'Etoile, C. (2017). Renewal
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overgrown-estate · 4 months ago
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After Mirrodin became New Phyrexia, "Magic the Gathering" gave players their first taste of Innistrad, the plane filled with Gothic Horror tropes. Innistrad was a plane of vampires and werewolves, the latter using a new card technique to create cards that 'transform' when flipped over. There were also spirits and zombies along with the humans who had to fight to survive all of these things.
And what would the original Innistrad block add to a collection of cards whose number matched the set number they were printed in? Let's take a look.
Set #56 is the original 'Innistrad' set and it's 56th card is Fortress Crab, a 1/6 blue vanilla crab for four mana. A nice big blocker.
Set #57 is 'Dark Ascension' and card #57 for this set is Curse of Thirst". Curses were also a new card type introduced throughout the original Innistrad block. Curses were attached to players with effects that hindered the player they were attached to.
Set #58 was 'Avacyn Restored' with the 58th card of that set being Ghostly Touch, a nice aura which granted a tapping ability to the enchanted creature whenever it attacked.
My favorite card overall from this block was Garruk Relentless/Veil-Cursed. I became a big fan of Garruk at this time, still am, and really want to see more of him.
What did you think of the original Innistrad block and the cards above?
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beatsandskies · 4 months ago
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Theme Deck Review Compendium: Fifth Dawn “Sunburst”
This is final Theme Deck of Fifth Dawn and is a pretty interesting way to see out the block. Is it any good as a deck though? Let's review the reviews.
So I accidentally posted the Stampede post which was meant to be today early. But I’ll probably just jam in an extra Compendium post on a Friday instead of a deePRECONnaisance one, and that’ll make things nice and tidy again. 🙂 Oh and apparently Internet Archives had been hacked and is completely down? I’m furious. I think I probably browse archived versions of webpages more than I do live ones…
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soylent-crocodile · 2 years ago
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Cystbearer (Monster)
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(art by Kev Walker)
(So I ended up statting up a LOT of Phyrexian monsters back before their arc reached its climax. I'll be posting them under #phyrexia project, with the hope that once I'm done you'll have a robust monster list for a Phyrexian invasion campaign.
My phyrexia is mostly a blend of old Phyrexia and Phyrexia as depicted in Scars of Mirrodin block, as that's how I was first introduced to them. We'll be seeing a lot more of them as this blog continues. I haven't statted up the Praetors yet, but I'm imagining them as CR21-25 range monsters who grant divine spells and have Mythic ranks.
Cystbearers are, to me, an iconic creature of Scars of Mirrodin, being decently costed common infect creatures with no other ability. They also look nasty as hell, in a good way.)
CR4 NE Large Aberration
Cystbearers are early vanguards of Phyrexian invasion, virulent and resilient beings grown in massive Phyrexian breeding pools. They are remarkably fast to grow, with a new cystbear going from single celled germ to fully developed Phyrexian beast in the course of about a week in the noxious pools. They are then released into the world, typically with orders to kill and infect indiscriminately- orders they perform with gusto.
Cystbearers have barely enough intelligence for sadism and an understanding of the harm they're causing. For all intents and purposes, a cystbearer acts more like an unusually aggressive animal, rather than an intelligent being who can formulate plans in combat or be negotiated with.
A large-mouthed beast the size of a bear shambles forward, its back covered in tubular cysts leaking green fluid.
Misc- CR4 NE Large Aberration (Phyrexian) HD5 Init:+1 Senses: Perception:+7, Darkvision 60ft All-around vision
Stats- Str:21(+5) Dex:12(+1) Con:18(+4) Int:3(-4) Wis:12(+1) Cha:6(-2) BAB:+3 Space:10ft Reach:5ft
Defense- HP:42(5d8+20) AC:16(-1 Size, +1 Dex, +6 Natural) Fort:+7 Ref:+2 Will:+5 CMD:20 Immunity: Acid, Exhausted, Fatigued, Paralyzed, Staggered Special Defenses: Explosive Cysts, Ferocity
Offense- Bite +7(1d8+5 plus disease) CMB:+9 Speed:30ft Special Attacks: Cyst Phyresis
Feats- Great Fortitude, Power Attack (-2/+4), Improved Sunder
Skills- Perception +7, Survival +5, Swim +9
Special Qualities- Ferocity
Ecology- Environment- Swamps, Forests Languages- Necril (Can’t speak) Organization- Solitary, Shamble (3) Treasure- None
Special Abilities- Disease (Ex)- Cyst Phyresis Type: Disease, wound  Save: Fort DC16, Onset: 1 day Effect: 1d4 Wis damage, victim is sickened. Explosive Cysts (Ex)- When a cystbearer takes slashing or piecring damage, some of the bubbling cysts on its back burst, spraying corrosive, diseased fluid everywhere. Creatures within 10ft of the cystbearer when this happens must make a DC11 Reflex save or take 2d6 Acid damage and be exposed to the cystbearer's disease.
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dravidious · 10 months ago
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Actually hang on I just saw this card and it made me so angry that I needed to make a version that isn't completely terrible
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This version is still terrible, to be clear. For context on just how terrible it is, here are two cards that always destroy the creature AND have an extra bonus
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You're more amazing than Branches
Quick card design in text form
Parry
UR
Instant
Gain control of target spell that targets you or a permanent you control. You may choose new targets for it.
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markrosewater · 2 months ago
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Hello there, Mark! Thanks for all that you do! Yesterday, you said that the first ten years of Magic took place in Dominaria. I don't know if you were responsible for the first foray into another world for an entire block (Mirrodin). Were you? And, if you were, was your goal at least partly to try and see if moving to a new world would benefit the health of Magic as a whole? Thanks again!
First, most of the first ten years was on Dominaria, but not all. For example, Arabian Nights was on Rabiah and Homelands was on Ulgrotha.
I was very much involved in us going to Mirrodin, and yes, I was a big proponent of actually making more use of the multiverse. (The Weatherlight Saga, that I co-wrote, also had Magic going to other planes.
I think the multiverse is a key part of what makes Magic special as a property.
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fierceawakening · 2 months ago
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Was chatting on wotcremlinology at the LGS tonight, and I got to wondering: could you make a draftable set of Transformers cards for mtg as a Universe Beyond like AFR was?
Afaict, the setting is way, way too heavy on named characters to fill out a set relative to unnamed ones. The 2nd issue that comes to mind is typing; shatter/disenchant would be OP as fuck. 3rd is more open ended: how do you get an even color spread? It's not like the BRO bonus sheet was green-rich.
Yeah, I think you'd have to do a Kamigawa 1: Oops (Almost) All Legendaries, and I don't think that's a great idea.
And yeah, Shatter would be bonkers, but it was super good in Mirrodin 1 block already.
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littjara-mirrorlake · 29 days ago
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what's your favorite part of Plane Shift: New Phyrexia?
The way it allows me, and all players and DMs who use the book, to tell more nuanced stories about Phyrexians.
It was one of my main goals from the beginning to create a supplement where Phyrexians were as viable and diverse a player lineage as any other, capable of becoming beloved, morally complex characters. It is not a coincidence that in the book, I have completely abolished the alignment chart.
I am trying to make Plane Shift: Mirrodin/New Phyrexia compatible with both Mirran and Phyrexian-centered narratives, and as a setting guide, it should allow for either to be played out. However, I do push strongly not to portray Phyrexia as a plague or scourge to be eliminated (as the Mirran side and Magic story usually describes it), but as a dystopia. Phyrexians are not faceless monster stat-blocks but nuanced potential allies, enemies, and player characters whose relationship to Phyrexia-the-empire and recognition of its harms vary broadly.
The book is built assuming a mixed Mirran and Phyrexian party (though it's not required), and if/when I get around to commissioning cover art, it will reflect that. Of course, games can work with only Mirrans or only Phyrexians, but the focus on revolution and dystopia also makes it possible for them to work together cohesively and compellingly in a single adventuring group.
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wind-to-your-sails · 2 years ago
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The Domini of New Phyrexia: An Elaborate Headcanon of my Own Design
The wounding of a world-soul is not an easy thing. It is a dark and awful deed, and cannot be done the same way that one might wipe away a continent. To scar the soul of a world is to change its very nature, to rewrite laws so fundamental that they are scarcely thought of as laws. In the past, such monstrosity was considered the realm of gods alone; Amonkhet, Lorwyn and Zendikar stand as testament to the consequences of such a deed, and the weakest of those who dealt the scars was still a planeswalker of the ancient tradition.
But now, we know better. We have beheld Phyrexia, and the march of the Domini. The worlds of which I have spoken, they bore their wounds and retained much of what they had been. But Phyrexia did not simply wound their world-soul, they broke it.
Their hideous works reforged the world, tearing the domains apart and sequestering them to separate spheres of existence while they erased all knowledge of the rituals that had kept the land hale and hearty. And then, as if to prove that the arrogance of Norn did not know limits, they covered the ruin of the old world with a hideous porcelain shell that blocked out all light of the world-shaping five suns of Mirrodin.
And so the world-soul of Phyrexia emerged, split into five parts and scattered across five spheres. These are the Domini, the mutilated voices of a vivisected planet.
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Mondrak is the Dominus of Glory and resides within the Fair Basilica, the Seventh Sphere of Phyrexia. Born with seven mouths and no ears, Mondrak wails an unceasing hymn in praise of the majesty and supremacy of the Machine Orthodoxy. It is said that to hear her song is to understand Phyrexia, and perhaps even worse, to believe in it. The truth of this superstition is difficult to verify, as the volume and tone of Mondrak’s voice induces paralysis and disorientation even at distances where the words cannot be recognized.
Called the Breathless Choir by her fellow zealots, Mondrak is seen as a pinnacle of inspiration and living proof of the infallibility of Norn’s teachings. Despite her voice often proving destructive to the nearby architecture, Mondrak is frequently surrounded by aspirants eager to receive the gospel of the Argent Etchings. As for the Mother of Machines herself, Elesh Norn regards Mondrak as a curious setpiece and a useful resource, a rallying standard that can bring even the mites out in force.
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Tekuthal is the Dominus of Inquiry and can be found in the Surgical Bay, the Fifth Sphere of Phyrexia. Having emerged from the oceans of quicksilver with countless eyes and no mouth, Tekuthal poses an endless series of silent and inscrutable questions of the Progress Engine. He communicates with and mimics those around him by shaping the quicksilver into facsimiles, and should they displease him (which they frequently do) he will accentuate the imitation with exaggerated features. Once left alone, these caricatures frequently disintegrate along fault lines that are invariably found to be present in the beings they were mocking.
The Gitaxians derisively refer to Tekuthal as the Prince of Mockery, ridiculing him for his behaviour because his design is beyond reproach. Observation suggests that Tekuthal’s presence invites scrutiny among the ‘scientists’ who are already obsessed with eliminating imperfections, as the idea that there is something to mock suggests that there is something to fix. Jin-Gitaxias has meanwhile drawn inspiration from Tekuthal’s many eyes to create his new surveillance system, and regards the Dominus as a rival who would be much more interesting as a partner.
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Drivnod is the Dominus of Carnage and haunts the Dross Pits, the Sixth Sphere of Phyrexia. Born with no flesh of his own and a single eye of baleful fire, Drivnod ravages and flays any servant of the Steel Thanes that wanders too far from the pack. The towering monolith of destruction and slaughter garbs himself in great tapestries woven from his victims, and seems to delight in every scream he creates. Strangely enough, Drivnod appears to be repulsed by worship, shirking away from the adulation he receives in the more populated areas of the Pits.
As in all other things, the Steel Thanes are divided on how to deal with Drivnod. While some are content to leave him to his own devices, others like Azax-Azog and Geth see an opportunity in the Dominus, a potent weapon that could stamp out all opposition to their reign. The rank and file of the Dross Pits are far more united in their perspective, worshipping Drivnod as an idealized manifestation of the proverb that strength is the only power worthy of praise. Some even whisper that he is the Second Coming of Yawgmoth, the true Father of Machines... though none dare say it where a Thane might hear them.
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Solphim is the Dominus of Mayhem and dwells in the Autonomous Furnace, the Third Sphere of Phyrexia. Born in a molten body clad in a gown of spears, Solphim is a beast of rabid freedom that embodies the ideals of the Quiet Furnace so completely that she rejects all responsibility for her actions. As though making a parody of the Furnace’s enemies, Solphim inscribes the deep canyons of her territory with draconian and contradictory laws and seems to decide which are worth enforcing on nothing but a whim. The only consistency in her behaviour is a swift and merciless vengeance against any who trespass against the Great Work, most commonly the sycophants of Atraxa.
Declared the Great Mother of Chaos by adherents of the Quiet Furnace, Solphim is openly venerated as a goddess. Her own apparent disregard for this adulation hardly matters, as Dominus worship exists most principally as a rejection of the Argent Etchings and the growing idea of the Flesh Singularity. Urabrask alone regards Solphim as an equal, a deft hand at defence and hopefully an ally in the war to come.
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Zopandrel is the Dominus of Hunger and inhabits the Hunter Maze, the Fourth Sphere of Phyrexia. Born with piercing claws at her sides and spitting infectious spores from her face, Zopandrel is an anomaly among the Vicious Swarm in that she hunts with a pack. Unlike the sea of aspiring apex predators that infest the Maze, Zopandrel radiates power outward into her fellow beasts and girds them for battle as not even the magic of Glissa Sunslayer can do. As if to promote this warped idea of community, Zopandrel’s spores impart degenerative phyresis at a staggering rate that can reduce even the most fortified soldier to a ravenous beast in hours.
The denizens of the Vicious Swarm call Zopandrel the Maw of Progress, a slant against Jin-Gitaxias’ failed efforts to present a compleated Ezuri as his answer to Glissa Sunslayer. To these consummate predators, the Dominus’ ability to avoid falling into either their role or that of prey is an intriguing gesture at an infinitely more complex ecosystem. Vorinclex sees in Zopandrel a worthy general that can join him on the front lines, with a strength nearly equal to his own.
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