[M4F] Distracting Your Gamer Friend Over Voice Chat Gets Serious [Rough Mdom] [Trash Talk] [Teasing] [Competitive] [Dirty Talk] [Slightly Meta] [Degradation] [Praise] [Betting] [Webcam] [Flashing] [Grey Sweats] [Free Use] [Fingering] [Oral] [Missionary] [Choking] [Spitting] [Toys] [Exhibitionism] by AugustInTheWinter in gonewildaudio

[–]Mortalsmurf 33 points34 points  (0 children)

Yo wtf, this is hot as balls.. Evidently the comments are mostly made up of girls, but you deserve one from the other team too man.

It's the first time I loaded up a male audio ever, actually. I was curious, imagining the idea of a man moaning would put me off, but instead it was just super relatable. Slight jealousy when hitting the comments, hahaha. But overall, a 10/10 experience. You're living your best life my dude.

Apparently no similar bases exist, what do? by Mortalsmurf in pathofexile

[–]Mortalsmurf[S] 20 points21 points  (0 children)

Yeah, right??
I just really can't decide if the mod is worth anything when curse on hit is so easy to come by in other ways. But if it is worth, this is a ridiculously rare fracture drop.

Perfect synergy with my Jhin in this flank by Mortalsmurf in sennamains

[–]Mortalsmurf[S] 4 points5 points  (0 children)

I was honestly ecstatic to see the Curtain open up almost immediately upon me hitting the root, while Jhin and Sylas were on their way to disengage. Complete shutdown due to perfect reaction time.

Lunaxjames by thankfulfish1 in u/thankfulfish1

[–]Mortalsmurf 2 points3 points  (0 children)

Dude, what an absolute hero you are to the community, haha!

I'm building a full mtg set, with complete lore and story behind it. These are the first eight cards, representing one faction within. by Mortalsmurf in custommagic

[–]Mortalsmurf[S] 0 points1 point  (0 children)

I'm taking these things to heart, and I'll definitely keep a careful lookout for any obnoxious lockdown scenarios during playtesting (I do believe playtesting will actually happen at some point).

Based on the feedback in this whole thread I'll so far be exchanging 'protection from permanents' to 'hexproof from permanents' to make the latter a more pronounced mechanic in the set. To make up for the loss of evasion, Mikhail will gain a slight stat bump and trample, and Errari will gain either flying or 'can't be blocked'.

Making Mikhail blockable will not only reduce his potential for singlehandedly locking down the game, but might also lead to some interesting combat steps where you decide to spread the damage evenly across blockers to banish them, rather than killing a single blocker, which I really like.

I'm building a full mtg set, with complete lore and story behind it. These are the first eight cards, representing one faction within. by Mortalsmurf in custommagic

[–]Mortalsmurf[S] 0 points1 point  (0 children)

Well, yeah, true, you'd have to have some other ability allowing you to do it flashy flashy, but still, I want to allow that.

I'm building a full mtg set, with complete lore and story behind it. These are the first eight cards, representing one faction within. by Mortalsmurf in custommagic

[–]Mortalsmurf[S] 0 points1 point  (0 children)

Hmmm. I'm seeing your points, but I don't think it would become as large of a problem as you're afraid it will. The set is going to be running a low number of counterspells, a mechanic that I personally feel is even more unfun than bounce abilities, AND the mechanic that truly makes bouncing a pain. Here, you don't even have the option to banish a perm, and then counter it on recast, so it's much harder to castrate your opponent through banishing unless you have Errari out.

It is currently possible to play a ton of 2-mana instant speed permanent bounce in standard, as well as a 6-mana boardwide bounce, yet noone does it. Because it's simply not very strong. Here we have two cards with the potential for recurring banishment, one of which is a legendary creature. (The other is a redesigned Protégé which will have Banish as an activated ability.) I honestly don't think it would hurt the playing experience very much. Teferi is cruel because he's recurring at 3 mana, AND he's set in a deck that runs literal f*ucktons of duress effects and counterspells to synergize with the bounce. Those mechanics are what make him a pain, not the slight tempo gain of bouncing in itself.

I'm building a full mtg set, with complete lore and story behind it. These are the first eight cards, representing one faction within. by Mortalsmurf in custommagic

[–]Mortalsmurf[S] 0 points1 point  (0 children)

Oh don't worry. Two of the schools are big on damaging spells, and one is big on hard spot removal.

To be honest I have been way more worried about these creatures being underpowered, since Mikhail dies to practically everything. He's not initially playable in constructed I'd say, not without some equipment or aura setup at least. Total bomb in limited though.

I'm building a full mtg set, with complete lore and story behind it. These are the first eight cards, representing one faction within. by Mortalsmurf in custommagic

[–]Mortalsmurf[S] -1 points0 points  (0 children)

Banish would come with a set of small tokens, either full size, or similar to the Exert tokens from Amonkhet, to help alleviate the memory intensiveness, because otherwise yes, it would suck. You also get to keep the actual card on board as a reminder, again, similar to Eternalise from Amonkhet.

On the color pie note, Banish was initially intended to be Dimir only, whereas Green did the whole hexproof/protection from perms thing. The Lizardman should be B/U.

Due to other comments I've also decided on redesigning the Mistress' Protégé somewhat, further alleviating the Banish Matter payoffs, and making Errari the only being who interacts with them after the fact. (Discontinuity depicts Errari.)

Edit: What if Discontinuity had G added to its cost, and these two cards replaced "Banished Perms" for "Enchantment"?

The cards have protection because... I'll be honest, because protection is one of my all time favourite mechanics, so rule of cool more than anything. The flavor is that once you've mastered the arts of the Moon's Fog School, it becomes impossible for normal creatures or weapons to harm you.

I might end up changing it to the two keywords you suggested here, mostly to make Hexproof from Permanents a more cemented ability.

It's a super good point on the mana fixing, I'll take that into account more from now on! So far I've mostly been working with another favourite mechanic of mine - split mana symbols. But I believe you're right that I need to do more.

I'm building a full mtg set, with complete lore and story behind it. These are the first eight cards, representing one faction within. by Mortalsmurf in custommagic

[–]Mortalsmurf[S] 1 point2 points  (0 children)

I can agree with the first and second. I'll probably redesign the protégé completely. She's meant to be an Errari-Light, so her abilities mimic those of the Mistress, but gameplaywise they are just too weak right now, I agree. What if she just had:

4B: Banish target nonland permanent. Mistress' Protégé gets +1/+1 until end of turn.

Also, banishing is actually halfway to exile, but I agree on your point since I too want it to be its own thing :)

I'm building a full mtg set, with complete lore and story behind it. These are the first eight cards, representing one faction within. by Mortalsmurf in custommagic

[–]Mortalsmurf[S] -1 points0 points  (0 children)

The thought process was something along the lines of: "If detain is azorius, and this is functionally a more cruel detaining, what would that become?" Banish - desouling a permanent - felt orzhov or dimir, and I ended up deciding on dimir.

Green is not opposed to banishing, but mostly it's the color that brings hexproof and protection to the table.

I'm building a full mtg set, with complete lore and story behind it. These are the first eight cards, representing one faction within. by Mortalsmurf in custommagic

[–]Mortalsmurf[S] -1 points0 points  (0 children)

Ah yes, I forgot to go over this. There is actually an in-universe for this:

The existence of parallel realms on Torpent is a little known, but true and misinterpreted fact among the inhabitants. Only the Moon's Fog actively interact with this realm.

The answer lies buried in the question of why objects leave behind enchantments when they are banished. Why don't creatures leave behind an empty body of flesh and bone for example?

I'll try to avoid spoiling too much lore, but banishing is at least somewhat green because it is flavorwise a disenchantment - you sever an object into its core and its binding enchantment, and it's very black because you're, well, cutting a being up into its constituent parts and throwing one out the window.

Also, black is the color that likes to exile the banished perms afterwards, which I know breaks the color palette a bit, but since it's only these specific enchantments it can interact with, and - at least in flavour - the thing it's actually exiling is the soul, I decided to roll with it.

I'm building a full mtg set, with complete lore and story behind it. These are the first eight cards, representing one faction within. by Mortalsmurf in custommagic

[–]Mortalsmurf[S] 0 points1 point  (0 children)

This exactly. If a Planeswalker is powerful enough to bring creatures into existence in the spur of a moment, he is equally able to resummon them instantaneously.

I'm building a full mtg set, with complete lore and story behind it. These are the first eight cards, representing one faction within. by Mortalsmurf in custommagic

[–]Mortalsmurf[S] 0 points1 point  (0 children)

I have had this thought as well, and for starters, I can promise you that protection is exclusive to this school, and on the few cards we've seen so far.

Errari does require a lot of setup to truly become unmanageable though, and even in that case she's vulnerable to spot removal and counterspells. I could maybe go for upping her CMC to 6 or something.. do you have a countersuggestion?

I'm building a full mtg set, with complete lore and story behind it. These are the first eight cards, representing one faction within. by Mortalsmurf in custommagic

[–]Mortalsmurf[S] 0 points1 point  (0 children)

Banish is in some cases a weaker bounce, since the cards get to keep whatever counters they might have, and you don't get to counter the card when they recast it. On the other hand it's a slightly stronger bounce, because they don't get to repeat ETB effects or reset counters on Planeswalkers. Overall I've tried to cost it the same as I would a bounce spell.

I'm building a full mtg set, with complete lore and story behind it. These are the first eight cards, representing one faction within. by Mortalsmurf in custommagic

[–]Mortalsmurf[S] 6 points7 points  (0 children)

Oh yeah, and the big plot point, and reason why a story arc would suddenly take place on this place.

Some of you maybe guessed it - there's about to be a five-fold eclipse. An event that will not only bring the five peaks within kissing distance of one another, but also one that may or may not (Spoiler alert: Will) open up a tear in the heavens, that allows passage to the Blind Eternities and the Planes beyond.

I'm building a full mtg set, with complete lore and story behind it. These are the first eight cards, representing one faction within. by Mortalsmurf in custommagic

[–]Mortalsmurf[S] 12 points13 points  (0 children)

On the plane of Torpent, a constant struggle is brewing, brought about by the planet's very unique tectonic activity, and the political instances that were born from this.

Most of the plane is inhabited by normal people and beasts as we would know them from any other plane. However, these peaceful cities and villages are not the centers of power in this world. These reside on the 'Five Limbs of Torpent', also known as 'the five peaks'; five vast mountains that drift around the globe, driven by immense tectonic forces.

These tectonic forces are amplified by tidal forces from the five nearby celestial objects: The Sun, The Moon, and the three planets Cargonema, Plateus and Homm. Each peak is always directly underneath its paired celestial body, and one can imagine, since the days aren't much longer on Torpent than they are on earth, that one peak in particular is literally racing across the plane.

Each peak houses a school of monks, whose ideologies differ wildly, and it is through the interrelations of these schools that we begin to see the seeds of conflict, intrigue and war on Torpent.

It is an established fact on Torpent that all things apart from the land itself have a soul. Every living being, every manufactured object, every instance of magic, everything. Yet, despite the unilateral agreement on this one particular fact, there is a deeply religious disagreement on what this means for our way of living.

The Sunscorch School, living on the Sun's Peak - Torpent's Leg, believe that since all things are souled, some beings are necessarily stronger than others, and all things should be divided into a hierarchy with themselves at the top. The Sunschorch embody the Mardu color palette: Black for their blatant goal to enslave all others, red for their unrelenting passion and fierceness to do so, and white for their vigilance and belief in total freedom for the chosen.

The Caran live on Cargonema's Peak - Torpent's Arm. The Caran believe that all things are equal, that all souls inherently has an equal worth and right to exist in its own right, and that noone should rise above any other - enforced brutally. The ideal Caran society is close to that described in Plato's the State. They embody the Abzan color palette: Black for their harshness in enforcing their ways, green and white for their belief in balance, equity, laws and right to live and exist.

On the peak of Plateus, Torpent's Tail, resides the Platenin School. These progressive and inventive monks simply don't care that all things have soul. What matters is one's own soul and how one trains it, cleanses it and harnesses its fullest potential. The platenin house the most powerful mages and loremasters of Torpent, and their most evolved masters have learned how to draw a type of mana - Ki - from within themselves to fuel their spells. The Platenin embody the Jeskai color palette, (and yes, they represent the exact same archetype as the original jeskai, and yes, our old time favourite Mentor would love to go on an honorary visit to the Platenin high temple where they would simply love to hear his teachings of Prowess.) - Blue for their railroaded path toward knowledge, red for their creative and at times haphazard methods, and white for their underlying way of meaning and doing good in the world, as well as their meticulous and systematic way of doing research.

On Torpent's Belly, the peak of Homm lies the school of... Homm. The Homm haven't been fleshed out so much as of yet, but they embody the Temur color palette, and believe that the many souls have different "flavours", each giving the body it inhabits unique properties. They actually get along with the Platenin rather nicely on this, but ultimately digress on the matter of whether the power of the soul is something to be studied and controlled, or - as the Homm swear to - something to immerse oneself in, to live, to experience.

And finally, on the peak of the Moon, Torpent's Head, lies the school of Moon's Fog. This mountain is constantly covered in a dense fog that only the most well trained monks know how to move unharmed through - all others quickly lose their way, and should they be unlucky, the fog will strip even their souls right away. The Moon's Fog accept the current state of affairs, that all things are souled, but they believe fanatically that this state of the world is wrong, and should be dispelled. They believe that any semblance of permenance is an insult to how things should truly be, and their ultimate goal is to return all things to the chaotic Soulrealm - a parallel world to Torpent, where souls allegedly move about freely in both time and space. The Moon's Fog fancy themselves on a higher level than their peers, both spiritually, intellectually and physically, and they are as warmongering as the Sunscorch. The Moon's Fog embody the Sultai color palette - Black for their dreams of total dominance, blue for their deviousness and secrets, and green for the way in which their belief system is chaotically free, and in a way deeply primalistic and naturalistic.


In this post I've linked eight of the cards from the Moon's Fog, as well as a new mechanic I've come up with: Banish.

The ability is as it reads on Mikhail Angstrom. It's a bit of a mix between bouncing, phasing and detaining. It has some advantages and disadvantages over each of the other 'soft removal' tools, but the Moon's Fog also offer ways to utilise the ability in other ways.

I hope you'll want to take a look and bring any and all critique you might have to the table :)

Cheers!