Welcome to the Card of the Week Contest! To participate in this Contest you'll have to design a card along the contest guidelines and throw it into the arena with other competitors' entries! At the end of each week, a winner will be determined by forum poll. The winner's card will be rendered and featured on the Welcome page, and the winner decides the challenge for the next week's Contest!
Here we go, competitors: our three-hundred and eleventh challenge!
One of my favorite parts of MSE is seeing all the original planes people come up with. The challenge is to design a plane card, like the ones from Planechase, for a brand new plane you created for this challenge! If you made it for a separate project, that doesn't count – make up a brand new plane!
To increase your chances of winning and to also make creating the poll easier on whomever is doing so, please try to use a render. Additionally, please try to keep your entry edits all in one post - if you need to change it you can put your old entry in a spoiler marked "Old entry" and leave the newest rendition to be seen. Just use the edit button in the top/right of your original post.
To be honest, I don't think I'll be able to come up with a concept for a plane I never ever thought about and/or have seen elsewhere, but I know I never explored a world consisting of floating isles much.
Albirin is an artifice plane, similar to Mirrodin or Kaladesh, but with a more "modern" lean. Essentially a modern fantasy setting, the plane is currently undergoing something akin to an industrial revolution. Massive Urza-style power plants generate mana that is then pumped throughout cities through an analogue of power lines for public use. Most of the population has access to basic artifacts for everyday use, such as mana-powered automobiles, aetherphones for long-range audiovisual communication, or various home appliances. However, as a side effect of mass tapping of mana, use of actual magic is fairly rare. Most people simply can't tap into enough power to perform spells on their own without the use of a portable mana battery, the most powerful of which are only available to the military and government officials. The main tensions in the plane stem from the shifting political power in this time of rapid techno-magical advancement, and conflicts with environmentalist and traditionalist groups that wish a return to the way things were before industrialization. The former because they fear that the depletion of natural mana will do long-term damage, and the latter simply trying to cling to the power and relevance that they once held.
The Arcanum Reactor represents the pinnacle of technomantic achievement in Albirin. An enormous artifact the size of a small city that can generate vast quantities of mana with far less effort than traditional methods of extraction, it has become a symbol of progress, but some worry about the way it seemingly violates the rules of magic. While proponents believe that similar machines will one day provide near-free, limitless mana for all the world, others fear that there must be some hidden cost to using the Arcanum Reactor, and that it is only a matter of time before the whole world is faced with the consequences.
(Yes, I did make up all of the associated lore for this on the spot. I started my creative process by thinking that I wanted to do a more modern, industrialized world, going the alternative history route where magic took the place of technology. Thinking about what kind of location would compliment such a world, I remembered Urza's Power Plant, and decided that some equivalent to a nuclear reactor would be best. I opted for something steampunk, rather than sci-fi, to keep the imagery grounded in more comfortable territory, which also lent itself to the idea of "the industrial revolution, but with magic", and the real upheaval of the world powers that came with our technological revolution as a backdrop for conflict in the setting. Then I added a splash of "Final Fantasy 7" and "The Saga of Tanya the Evil" for flavour. Viola, one plane of Albirin.)
Last Edit: Apr 6, 2020 17:17:11 GMT by kefke: Fixing my formatting.
Lost Temple of Inara Plane - Azrual Whenever you roll a blank on the planar die, put a vitality counter on Lost Temple of Inara. When you walk away from Lost Temple of Inara, each player gains life equal to the number of vitality counters on Lost Temple of Inara. Whenever you roll , Lost Temple of Inara deals X damage to each creature you don’t control, each planeswalker you don’t control and each other player. X is equal to the number of vitality counters on Lost Temple of Inara.
"It's not difficult to make Magic players feel smart." - Mark Rosewater
Furthermore, I consider that Carthage must be destroyed.
All creatures have trample and base power and toughness 1/1
: Target creature gets +X/+X until end of turn, where X is the number of other creatures on the battlefield.
Tutusa is an egalitarianist's wet dream. All are equal, all voices matter, each opinion has the same weight. As you can imagine, this has led to some conflicts, so generations ago, they all got together and devised a solution: whenever a problem arose that required a major decision, the people would vote for a Tagata Matua, who would be the temporary leader until the problem was solved, whatever that problem may be. Once that problem's been solved, their term ends. Breakdown of infrastructure? Hold an election. Hurricane predicted to make landfall and wipe out the village? Elect someone to lead the preparedness and relief efforts. Current Tagata Matua abusing their power and won't end their term? Vote in a new one who will kick them out, and possibly exile (or even execute) them in disgrace, if the crimes are grave enough.
This is an idea I've had bouncing around for while now as part of a D&D setting:
Past the furthest reaches of the Illucian wilderness, there lies an endless expanse coated in a thick veil of fog. Lying barren of anything larger than the blanket of dry grasses, the air springs alive in color and movement dancing to the tune of the thoughts, fears, and desires of those who dare persevere within. Entranced by an illusion so real, so unbreakable, many lose themselves in an endless trek never to emerge again. Those few who find themselves back in the realms of reality, return only a shadow of their former beings. Their joy and purpose lost upon shrouded currents blown to the ends of their earth.
Egalius is a plane defined by the great big hole that opened up in the center of the continent. That hole slowly expanded, and recently that expansion has ground to a near halt, and explorers have started scouting the areas on the rim that were abandoned, looking for relics and old magics in the ruins there.
Aviva is a plane of symmetry along a line, known as the Dlof Fold. The magic that permeates the plane imposes this symmetry on as many things as it can. Proper names are universally palindromes. If a building is built on one side of the Fold, an architect will be magically compelled to create a near-identical building (though mirrored) on the exact same location on the other side. A man who accidentally cuts off one finger on one hand is compelled to cut off the same digit on the other hand. Curiously, planeswalkers are resistant to this effect, though it takes quite a bit of effort on their part. Their presence causes a ripple of weakness in the plane's magic for some distance around them—a welcome change to some but scandalously unnatural to most.
Judgement Square Plane - Satham Whenever a creature becomes the target of a spell or ability, each of its controller's opponents draw a card. : Put a bounty counter on target creature an opponent controls. For as long as that creature has a bounty counter on it, it has “When this creature dies, each opponent draws a card and gains 2 life.”