Saturday, January 27, 2024

Putting Magic Flavor on the Table; Brothers War

 Adapted From MTG Wiki- The Brothers War

The Brothers' War is the ninety-fourth Magic expansion. It was released on November 18, 2022



Set details

The Brothers' War was designed as an "event set," meaning that its mechanical structure was built around an event rather than a world. In this case, the set revolves around the story of the Brothers' War, a major event in Magic's timeline that was previously portrayed in the set Antiquities and various works of fiction, such as the novel The Brothers' War by Jeff Grubb. 

Storyline

Returning to a pivotal story of Dominaria's — and Magic's — history, what started as a feud between Urza and Mishra erupted into an all-out war that set into motion the future of the plane and Multiverse itself. Through the lens of Dominaria's locations, characters, and victims of the conflict, we'll see a plane-spanning conflict escalate with artifacts, giant artifact creatures, and beyond.


This is the second part of the four-set Phyrexian story arc where the fate of Dominaria — and the Multiverse — is set to unravel. As we follow familiar Planeswalkers traveling to one of Dominaria's key historical moments, we'll learn more about the people and places of the time. The fate of the future might be rooted in the past.


The cards that represent the Story Spotlights in The Brothers' War are:


Ashnod's Intervention

Awaken the Woods

Bitter Reunion

Brotherhood's End

Calamity's Wake

Corrupt

Desynchronize

Diabolic Intent

Dreams of Steel and Oil

Epic Confrontation

Fallaji Dragon Engine

The Fall of Kroog

Fateful Handoff

Forging the Anchor

Gruesome Realization

Hostile Negotiations

Hurkyl's Final Meditation

Kayla's Reconstruction

Loran's Escape

Machine Over Matter

Meticulous Excavation

Mishra's Domination

One with the Multiverse

Overwhelming Remorse

Portal to Phyrexia

Raze to the Ground

Shoot Down

Sibling Rivalry

Soul Partition

Splitting the Powerstone

The Stasis Coffin

Stern Lesson

Take Flight

The Temporal Anchor

Tocasia's Dig Site

Tocasia's Welcome

Union of the Third Path

Urza's Sylex

Visions of Phyrexia

Wasteful Harvest

Tokens and Markers

Soldier artifact creature

for Conscripted Infantry, Emergency Weld, Mass Production, Mishra's Onslaught, Myrel, Shield of Argive, Platoon Dispenser, Scrapwork Cohort, Siege Veteran, Skystrike Officer, Third Path Iconoclast and Urza, Planeswalker.

Themes and mechanics

As could be expected, The Brothers' War has an artifact theme. Both of the main mechanics are exclusive to artifacts. The set lacks certain newer card types, such as Vehicles and colored artifacts to give it a "retro" feel, though many artifacts have color identities through ability costs.


Meld returns from Eldritch Moon with three meld pairs. Meld is a keyword action that changes the card with meld and one specific other cards into one oversized card. That single card only exists on the backs of the two other cards.


Unearth is another returning mechanic — “[Cost]: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.”


Prototype is the set's new mechanic. Each prototype card includes two sets of characteristics: First, a larger default mana cost, power, and toughness. The second set of characteristics exists as part of the prototype ability. There, you'll find an alternate mana cost and an alternate power and toughness. As you cast a prototype card, you choose the characteristics you use.


Limited archetypes

{W}{U}: Soldier Matters

{U}{B}: Second Card Matters

{B}{R}: Unearth Combined with Sacrificing

{R}{G}: Midrange Ramp with Powerstones

{G}{W}: Artifact Entering the Battlefield Matters

{W}{B}: Mana Value 3 or Less Matters

{U}{R}: Noncreature Spells Matter

{B}{G}: Graveyard Matters

{R}{W}: Unearth Aggro

{G}{U}: Big Powerstone Ramp

Card types

Powerstone token

The set prominently features the Powerstone artifact type, as introduced in Dominaria United. Powerstone appears on predefined tokens with the ability “{T}: Add {C}. This mana can't be spent to cast a non-artifact spell.”


Urza appears as a planeswalker type for the first time in an eternal-legal set.

Cycles

Double cycles

Gold signposts

Yotian Dissident

Yotian Tactician

Ten uncommon dual-colored creatures, each a signpost for a draft archetype.


Card Conversions


Card

Type

Conversion

Element

25 A

Creature- Human Artificer

Arian Courier

Explorer 3

33

Creature- Human, Cleric Soldier

Guardian Heart Prostolyte

Devotee 2

42

Artifact Creature- Soldier

Manacore Grognard

Officer 4

227

Creature- Human Artificer

Artificer

Tradesperson 6

228

Creature- Human Soldier

Tactician

Officer 12


Your Basic Fantasy Robot Army; Guardian Heart Prostolyte

 These members of Shunddar's clergy have taken vows to heal their fellow man. Mounted on Manacore Walkers, these healers are able to recover wounded from dangerous situations.


Guardian Heart Prostolyte   Devotee 2


Uncommon

Medium

White


Perception
+10

Languages Common

Skills Diplomacy +7, Medicine +8, Religion +7, Survival +7

Str +2, Dex +1, Con +0, Int +1, Wis +3, Cha +4

Cloistered Cleric

Manacore Walker  The Guardian Heart Prostolyte maintains a Manacore Walker as their mount. These sturdy mounts allow proselytes to scour Excavation cave-ins and battlefields for wounded. Walker mounts not only improve the mobility of Prostolytes, but they do so without the need for food or rest.

Walkers are telepathically bound to their controllers spending an action allows them to command the Mount either verbally or telepathically.

Items Spanner

AC 17; Fort +8, Ref +7, Will +11

HP 24

Healing Hands

Speed 25 feet

Melee  staff +8 (Two-Hand d8), Damage 1d6+2 bludgeoning

Melee  fist +8 (agile, nonlethal), Damage 1d4+2 bludgeoning

Divine Prepared Spells DC 18, attack +10 ; 1st Bless, Heal, Mending; cantrips (1st) Daze, Detect Magic, Forbidding Ward, Light, Shield

Cleric Domain Spells DC 18 , attack +8; 1st Healer's Blessing;


Sunday, January 21, 2024

Your Basic Fantasy Robot Army; Manacore Walker


 Sturdy Constructs powered by a Manacore: Walkers were initially developed as accessibility tools for disabled Arianans. These whirring four-armed machines are used by their controllers as mounts. Constructed large enough to carry the weight of an adult Human, Manacore Walkers are able to climb walls and support both overland travel and underground excavation.


Manacore Walker  Construct 1


Uncommon

Large

Construct

Soulbound

Perception +4

Skills Acrobatics +6, Athletics +7, Stealth +6

Str +4, Dex +3, Con +4, Int -5, Wis +1, Cha +1

Gallop  (Two-Action) The Walker Strides twice. It has a +10-foot circumstance bonus to its Speed during these Strides.

Servitor Construct  These mindless constructs are bonded telepathically to a controller. They can carry a creature of medium size. In encounters, the controller may spend one action to command the Thopter either verbally or telepathically.

AC 15; Fort +10, Ref +7, Will +4

HP 26; Immunities  bleed, death effects, diseased, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious; if mindless, add mental

Speed 35ft, Climb 25ft

Melee arm slam +7 (Agile, Finesse), Damage 1d8+4 bludgeoning


Saturday, January 20, 2024

Your Basic Fantasy Robot Army; Manacore Grognard

 Seasoned soldiers of Aria's artifact armies, the Grognards, have learned to recover from grievous damage. These soldiers form the core of the principalities elite regiments.


Manacore Grognard   Officer 4


Uncommon

Medium

Humanoid

Construct

Soulbound

Perception +11; Darkvision

Languages Common


Skills
Athletics +12, Intimidation +7, Society +10, Stealth +8

Str +3, Dex +2, Con +5, Int +2, Wis +5, Cha +2

This One's Seen Better Days if the Manacore Grognard takes half of their remaining damage in one effect, it immediately collapses into disassembly

Willful Reassembly  (Unearth) Once a Gognard has been destroyed, it can trigger its reassembly protocols. its parts spend 3 actions realigning and assembling together; at the end of those actions, the grognard recovers 4d6 hit points and revives. inevitably some components of the grognard are damaged beyond repair. These are often replaced by junk components the grognard integrates during the recovery.

Items Foundry-Forged Spear

AC 21; Fort +14, Ref +11, Will +8

HP 60; Immunities bleed, death effects, diseased, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious; if mindless, add mental

Resist Magic  When targeted for a magic effect the Manacore Soldier can Attempt to resist with a +1 bonus.

Speed 25 ft

Melee  spear +14, Damage 2d8+5 piercing


Combat Assessment  The Manacore Soldier makes a probing strike to assess their opponent. A creature can only be targeted by Combat Assessment once per day

Critical Failure: the Soldier suffers a -1 penalty to all rolls against the target creature for the rest of the daydue to misreading the character.

Success The Manacore Soldiergains a +1 bonus to all rolls against the targeted creature for the rest of the day.

Critical Success The Manacore Soldiergains a +2 bonus to all rolls against the targeted creature for the rest of the day.

Wednesday, January 17, 2024

Your Basic Fantasy Robot Army; Artificer


 Committed practitioners of artifice. Disciplined students of Ravias latest technology.As rumors of growing power in Driz, Mendio has mobilized artifacts across the Principality into the defense of the realm.

While some of these pressed artisans object profusely to the militarisation of this burgeoning technology, the integration of expert machinists has greatly improved the effectiveness of Aria's Manacore regiments.


Artificer   Tradesperson 6


Uncommon

Medium

White

Green

Humanoid

Human

Perception +14

Languages Common

Skills Arcana +12, Crafting +15, Diplomacy +13, Medicine +12, Nature +14, Occultism +12, Religion +12, Society +14

Str +2, Dex +2, Con +1, Int +4, Wis +3, Cha +0

Quick Repair 1 minute (Interact) Artificers are able to conduct repairs in one minute. While this doesn't mean the repairs are completed, only the effects of repair will begin to apply.

Sage's Analysis  (concentrate) The sage studies a creature, attempting an Arcana, Nature, Occultism, Religion, or Society check against the creature's Recall Knowledge DC. On a success, the sage gains a +2 circumstance bonus to attack rolls and AC against that creature and deals an additional 2d6 damage to the creature with weapon attacks. These benefits last for 1 minute or until the sage uses this ability again.

Reverse Engineer an Artificer gains a +2 circumstance bonus to Crafting checks to reverse engineer a formula from an item. Furthermore, Artifacers can use Crafting instead of Thievery to Disable a Device or Pick a Lock.

Manacore Companion The Artificer maintains a manicure companion as a specialized shop assistant.

Manacore Squad Arterficers have assumed the role of squad sergeants of Manacore regiments in Aria. it is not unusual for an artificer to be accompanied by 3-6 Manacore soldiers that respond to the artificer's commands.

Items Spanner

AC 22; Fort +10, Ref +12, Will +16

HP 86

Speed 25 feet

Melee  spanner +12 ( two-hand d8), Damage 2d6+8 bludgeoning

Magic Flavored Masterminds; Cerdon G1

  Adapted from Dominaria - MTG Wiki Cerdon’s rich history tells a story of a diverse and thriving world that nearly collapsed from the weig...