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Devin the Magic player WIP
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Devin the Magic player WIP
Real Name: Devin Tant
Super Hero/Villain/Renegade/etc Name: The Gatherer
Title: MTG player
Alignment: All of them
Age: 22
Gender: Male
Race: Human
Hair: Long Brown
Eyes: Blue
Height: 5'7''
Weight: 160 lbs
Costume Description/Image:
Devin will take the form based on his decks,
Personality:
He is your average nerdy MTG player, He enjoys video games and the random immature sexual innuendo joke. He is a procrastinator out the ass who would rather put his nose into making an awesome deck out of the millions of cards he owns. Occasionally he will spend his days on the interwebs... spending his time on RPG forums!
When he plays magic he turns into a completely different person. He speaks in Old English and a tad bit of latin. Oh elo, look at me. Perhaps I be breaking the fourth wall! He is very dark in his playing style pulling of combos that would rival the planeswalkers of MTG. He is relentless in his playing style he will not toy with his opponent. Even having constructed decks that have a 0 turn kill combo ready to use!
Oddly enough though his demeanor is reflected directly based off of the color of decks he plays with. After all he gets into character playing as a Planeswalker with his decks and he will reflect upon the colors
Red: He will often be rash and rude. Insults will be flying. Red magic comes from Mountains. Red planeswalkers can literally crush the ground beneath their feet, or call upon furious volcanic activity to destroy their foes. Th ey want results and action instead of deliberation and debate. Chaos, destruction, and war—these are red magic’s staples. His ally colors are greed and black. The colors of death and nature's wrath! Both of which are known to destroy and overwhelm!
Green: He often leaves trust in the individual to help the whole. Which is the point of the green deck. Invoking mother-nature to grow forth his army and create his army with a spam of small attacks. Forests are the root of green magic. From the power of nature, green magic provides growth and life to the Planeswalkers who wield it. Green planeswalkers live and die according to the law of the jungle: only the strong survive, and every living thing is either predator or prey. Green planeswalkers believe that growth is the foundation of everything. In the end, life will win out. Its allies are White and red. White is known for order and protection. one of which Nature needs to survive and thrive. Red for the nature of the wrath that comes with the many number boosting the one
White: He becomes reserved and withdrawn. A total defense mode if you will. This is the point of a white deck. Plains are the source of white magic, the color of light, protection, and above all, order. White magic is about making and enforcing the rules. White planeswalkers believe that without laws and the strength to uphold them, anarchy prevails. Those who follow the rules shall have honor and thrive while those who forsake them will ultimately suffer. Its allies are green and blue Greed simply for the massive amounts of shelter and defenders nature provides, and blue simply due to the fact that reality can be bent to their agenda. Hopefully taking order over.
Blue: He become cocky and assertive often teasing his opponent with intent to irritate and troll the other person into making a mistake. This is the point of a Blue deck, Manipulation and control. Blue magic flows from Islands. It focuses on manipulation and intellect. Blue tampers with the fundamental order of things and thrives on controlling the environment, bending the rules to suit its own needs. Blue planeswalkers believe that the most important commodity is knowledge. Blu's Allies are White and Black. White for protection, and Black for destruction. All the tools needed for a successive manipulation!
Black: He become dark and demeaning. As if he is ready to join an occult group. He will often go straight for the kill. No bullshitting about it. However the occasional screams or the leading a person to die is sometimes preferred. Swamps are the source of black magic—the magic of death, decay, and power. Black Planeswalkers embrace their ambition, and are willing to pay a price for greatness. Th ey believe that life is about gaining power at all costs. Everything and everyone is a possible resource. Blacks Allies are Blue and Red. Red for the raw damage it can inflict in one hit. and blue for the mastery of manipulation with death!
Artifact: He becomes emotionless. Akin to a machine. He plays his move with precision and skill. Artifact decks are the most versatile of the colors but share no actual theme to the abilities they can do. They can be all from equipment's to fancy gadgets.To constructs. Artifacts have no allies. But they have no enemies either.
Multicolor: Oftentimes he will run a multicolor deck. Sometimes dual colors, sometimes all five. There are no end to the combos he can make. His personalities will run together if he runs a multicolor deck. He is not limited to making decks based on alliances. He may even force enemies together if he chooses to.
He suffers from MPD dirrectly from the combinations he can make his deck as color wise! If I did my math right This is 720 DIFFERENT MPD's!
History:
Devin is an average nerd growing up. His father was a comic book collector and a horder of anything of collectible of the sort. He always enjoyed the many video games he had. He eventually got into reading Manga and books of unknown authors. The years came by when he had to attend school. He was a prodigy in his classes. Despite the fact that he hardly ever studied and put off his homework. he walked out of almost every class with an AB honor roll in the entire 13 years of his grade and high school he only missed one day of school. And that was in second grade with a bad sickness. High school came around when he started making decisions for himself. He was starting to spend his breaks playing Mtg with his fellow friends. Not to mention that one teacher was cool enough to let him and his friends to sneak into his class and play console based Video games on his tv. Naturally all of his friends signed up for that class together. They passed 100% in that class playing games almost nonstop.
Then the day came when everyone went their own way during graduation. He went to the only college in the world in Louisiana that had the only major in Nanotechnology. He was on a whole another level here. there was just simply too much for him to handle. He looked for a tutor. Hoping for someone to help him. He went to the local library of the Kado's family! Inside he met a strange old man who was glad to help him. Devin picked up the books he needed and gotten tutoring from Tobais. He even became more than acquainted with the strange old man. The man taught him everything he needed to know about nanotech. He had already memorized the books that the college donated to him.
Eventually Devin started to peer more into the library. As he did he saw the alchemy lab that Tobais held. Tobais was in there and he noticed Devin. Devin immediately tried to hide but Tobais took him under his wing. The couple weeks that followed Devin started to learn Alchemy and the applications of such. Eventually he was prodigious at that too!
Devin's grades started to improve at LA Tech. His alchemy was becoming unorthadox as he found ways to enchant his cards to do magical tricks of flashy stuff. It was nothing major, it was like using air pressure to send cards flying when they were no longer in play or something tricky like that. He started developing personalities and started Playing In character of the game. At first it was for the laughs and to trick his friends into making mistakes through a irresistible joke. But then it became a part of him and the personalities became a reality.
Devin continued to Visits Tobais Tutorship. He visited one rainy day to find books scattered about. This worried Devin. He ran across the library finding the place a mess. He ran to the Alchemical Lab and saw Tobais standing there all bloodied up with a gun he held pointing to his own head. He was just about to kill himself. Devin flat out tackled him to try to save him. After a short heated confrontation both verbal and physical to fight over the gun. Tobais won. It ended with Devin on the ground and the gun pointed at Devin's face. He was sure he was ready to die. It was the end of it. Tobais ended up not shooting him. But instead running away after beating him up. Devin was infuriated. He was just bullied, threatened to kill him and thrown around by someone he trusted. He took offense to this and if he ever saw him again he would make him pay for what he did!
Powers:
The cards have a wide array effects such as throwing a charged lightning bolt to blocking a melee attack. The actual ability depends on the mechanics of the card Itself. Each card has a mana cost Mana is the main resource in the game. It’s produced by lands, and you spend it to cast spells . The symbols in a card’s upper right corner tell you the cost to cast that spell. For example, If the mana cost reads 4 and two fire symbols , you pay four mana of any kinds plus two red mana (from a Mountain) to cast it.
The box in the lower half of the card is the Text Box. This is where a card’s abilities appear. You may also find flavor text printed in italics ( like this) that tells you something about the Magic world. Flavor text has no effect on game play. Some abilities have italic reminder text to help explain what they do.
He has any and all of the cards here http://gatherer.wizards.com/Pages/Default.aspx
Power Grid:
22 no flight (22 Trading the point I got from Katachi to Devin, and scrapping Katachi)
STR: 2
SPD: 2
END: 2
INT: 6
EP: 7
Constructing: 1
Red Magic: 3
Black Magic: 3
FS: 1
Power Grid:
Character Image/Description:
Roleplay Sample: (If new or new character)
Super Hero/Villain/Renegade/etc Name: The Gatherer
Title: MTG player
Alignment: All of them
Age: 22
Gender: Male
Race: Human
Hair: Long Brown
Eyes: Blue
Height: 5'7''
Weight: 160 lbs
Costume Description/Image:
Devin will take the form based on his decks,
- Spoiler:
Blue
Red
Green
Black
White
Artifact
Multicolor
Personality:
He is your average nerdy MTG player, He enjoys video games and the random immature sexual innuendo joke. He is a procrastinator out the ass who would rather put his nose into making an awesome deck out of the millions of cards he owns. Occasionally he will spend his days on the interwebs... spending his time on RPG forums!
When he plays magic he turns into a completely different person. He speaks in Old English and a tad bit of latin. Oh elo, look at me. Perhaps I be breaking the fourth wall! He is very dark in his playing style pulling of combos that would rival the planeswalkers of MTG. He is relentless in his playing style he will not toy with his opponent. Even having constructed decks that have a 0 turn kill combo ready to use!
Oddly enough though his demeanor is reflected directly based off of the color of decks he plays with. After all he gets into character playing as a Planeswalker with his decks and he will reflect upon the colors
Red: He will often be rash and rude. Insults will be flying. Red magic comes from Mountains. Red planeswalkers can literally crush the ground beneath their feet, or call upon furious volcanic activity to destroy their foes. Th ey want results and action instead of deliberation and debate. Chaos, destruction, and war—these are red magic’s staples. His ally colors are greed and black. The colors of death and nature's wrath! Both of which are known to destroy and overwhelm!
Green: He often leaves trust in the individual to help the whole. Which is the point of the green deck. Invoking mother-nature to grow forth his army and create his army with a spam of small attacks. Forests are the root of green magic. From the power of nature, green magic provides growth and life to the Planeswalkers who wield it. Green planeswalkers live and die according to the law of the jungle: only the strong survive, and every living thing is either predator or prey. Green planeswalkers believe that growth is the foundation of everything. In the end, life will win out. Its allies are White and red. White is known for order and protection. one of which Nature needs to survive and thrive. Red for the nature of the wrath that comes with the many number boosting the one
White: He becomes reserved and withdrawn. A total defense mode if you will. This is the point of a white deck. Plains are the source of white magic, the color of light, protection, and above all, order. White magic is about making and enforcing the rules. White planeswalkers believe that without laws and the strength to uphold them, anarchy prevails. Those who follow the rules shall have honor and thrive while those who forsake them will ultimately suffer. Its allies are green and blue Greed simply for the massive amounts of shelter and defenders nature provides, and blue simply due to the fact that reality can be bent to their agenda. Hopefully taking order over.
Blue: He become cocky and assertive often teasing his opponent with intent to irritate and troll the other person into making a mistake. This is the point of a Blue deck, Manipulation and control. Blue magic flows from Islands. It focuses on manipulation and intellect. Blue tampers with the fundamental order of things and thrives on controlling the environment, bending the rules to suit its own needs. Blue planeswalkers believe that the most important commodity is knowledge. Blu's Allies are White and Black. White for protection, and Black for destruction. All the tools needed for a successive manipulation!
Black: He become dark and demeaning. As if he is ready to join an occult group. He will often go straight for the kill. No bullshitting about it. However the occasional screams or the leading a person to die is sometimes preferred. Swamps are the source of black magic—the magic of death, decay, and power. Black Planeswalkers embrace their ambition, and are willing to pay a price for greatness. Th ey believe that life is about gaining power at all costs. Everything and everyone is a possible resource. Blacks Allies are Blue and Red. Red for the raw damage it can inflict in one hit. and blue for the mastery of manipulation with death!
Artifact: He becomes emotionless. Akin to a machine. He plays his move with precision and skill. Artifact decks are the most versatile of the colors but share no actual theme to the abilities they can do. They can be all from equipment's to fancy gadgets.To constructs. Artifacts have no allies. But they have no enemies either.
Multicolor: Oftentimes he will run a multicolor deck. Sometimes dual colors, sometimes all five. There are no end to the combos he can make. His personalities will run together if he runs a multicolor deck. He is not limited to making decks based on alliances. He may even force enemies together if he chooses to.
He suffers from MPD dirrectly from the combinations he can make his deck as color wise! If I did my math right This is 720 DIFFERENT MPD's!
History:
Devin is an average nerd growing up. His father was a comic book collector and a horder of anything of collectible of the sort. He always enjoyed the many video games he had. He eventually got into reading Manga and books of unknown authors. The years came by when he had to attend school. He was a prodigy in his classes. Despite the fact that he hardly ever studied and put off his homework. he walked out of almost every class with an AB honor roll in the entire 13 years of his grade and high school he only missed one day of school. And that was in second grade with a bad sickness. High school came around when he started making decisions for himself. He was starting to spend his breaks playing Mtg with his fellow friends. Not to mention that one teacher was cool enough to let him and his friends to sneak into his class and play console based Video games on his tv. Naturally all of his friends signed up for that class together. They passed 100% in that class playing games almost nonstop.
Then the day came when everyone went their own way during graduation. He went to the only college in the world in Louisiana that had the only major in Nanotechnology. He was on a whole another level here. there was just simply too much for him to handle. He looked for a tutor. Hoping for someone to help him. He went to the local library of the Kado's family! Inside he met a strange old man who was glad to help him. Devin picked up the books he needed and gotten tutoring from Tobais. He even became more than acquainted with the strange old man. The man taught him everything he needed to know about nanotech. He had already memorized the books that the college donated to him.
Eventually Devin started to peer more into the library. As he did he saw the alchemy lab that Tobais held. Tobais was in there and he noticed Devin. Devin immediately tried to hide but Tobais took him under his wing. The couple weeks that followed Devin started to learn Alchemy and the applications of such. Eventually he was prodigious at that too!
Devin's grades started to improve at LA Tech. His alchemy was becoming unorthadox as he found ways to enchant his cards to do magical tricks of flashy stuff. It was nothing major, it was like using air pressure to send cards flying when they were no longer in play or something tricky like that. He started developing personalities and started Playing In character of the game. At first it was for the laughs and to trick his friends into making mistakes through a irresistible joke. But then it became a part of him and the personalities became a reality.
Devin continued to Visits Tobais Tutorship. He visited one rainy day to find books scattered about. This worried Devin. He ran across the library finding the place a mess. He ran to the Alchemical Lab and saw Tobais standing there all bloodied up with a gun he held pointing to his own head. He was just about to kill himself. Devin flat out tackled him to try to save him. After a short heated confrontation both verbal and physical to fight over the gun. Tobais won. It ended with Devin on the ground and the gun pointed at Devin's face. He was sure he was ready to die. It was the end of it. Tobais ended up not shooting him. But instead running away after beating him up. Devin was infuriated. He was just bullied, threatened to kill him and thrown around by someone he trusted. He took offense to this and if he ever saw him again he would make him pay for what he did!
Powers:
- "In a nutshell":
- He has the ability to bring MTG cards to life. And the spells and sorceries and creature card effects all have a metaphoric effect on the battlefield. Naturally if a card says "Target player looses the game" They do not die or whatnot, but it will be painful. Ill make a detailed list of how each mechanic would work. He may also make the cards fly around without the need of any effort. Keep in mind that getting started with playing cards will be a slow start, oftentimes relying on the luck of the draw. I do plan on posting in my opening topic a list of all the cards in his deck, then by using http://www.random.org/ I will pick one of the cards (With screenshot) on the list. It will determine which card I draw. So it could entirely be possible I draw nothing but lands for the first 20 or so posts, or It may also give me nothing but spells and no lands to play it with.
For some odd reason he can only animate black and red cards. And its so extensive to him that he can only keep 7 permanents on the field at any one time. This does mean he can keep constructed creatures in reserve, so if one dies, another may take its place.
He also will never cheat. Some code of honor prevents him from doing so, He would rather die than not play the game correctly.
Whenever a card invokes the power described in the mechanics, it is still a projectile attack, it can still miss. One can tell by the expulsion of black and/or red mana from the card to the target. The closer it gets to the target, the more it takes form.
Black is defined as: Magic is about death, disease, and power at any cost. Through the experimentation of this magic, one could assume that to achieve perfection is desired. Black cards often have effects designed to kill, decay, and rot things into a twisted abomination of itself either through slow and painful effects, or quick and painless. These twisted abominations include zombies, skeletons, or other works of necromancy. They tend to be weak but make up for it in numbers. However cards that directly say "Destroy target creature" will only work on no-name civilians. Even then its a projectile and will only work if the attack hits. But the problem with black cards is that it usually is self inflicting, invoking tremendous power at the risk of killing himself.
Red is defined as: Magic erupts with fire, frenzy, and storms of rock and lava. Such cards utilize raw mana and shoot it in a destructive manner. This can be in the form of lightning or fireballs. But the main idea is power and destruction. Creatures created this way often have high speed and are often strong and reckless, but tend to be overwhelmed by superior tactics and fighting skills. They usually take the form of dragons and fire elementals. Remember that they are still constructs but take the form of such.
While below creatures fit the mechanics of the MTG world, in actuality, these creatures do not exist in physical reality. They are fictional creatures, nothing more. However devin can create realistic constructs that look and act like the rules printed on the card. Please remember that it is just a label not the actual thing.
- "Power Scaling":
Naturally each player has 20 life and to take 20 counts of 1 point of damage would be to kill them. This of course is if they were human. These are superhuman so the idea is such, for multiply 20 times the durability level to get the scaling. if they take that much damage then they will eventually take enough damage to be lethal. This does not include regenerative or healing effects, so we will get to that.
so to reiterate
Damage:
1 Dur=20 points to be lethal
2 dur=40
3 dur=60
4 dur=80
5 dur=100
6 dur=120
7 dur= 140
Healing and regenerative effects No Idea. Bullshitting from here on out. I guess the EP that they have in their healing will regenerate their "Lifepoints" once per turn it is active?
The cards have a wide array effects such as throwing a charged lightning bolt to blocking a melee attack. The actual ability depends on the mechanics of the card Itself. Each card has a mana cost Mana is the main resource in the game. It’s produced by lands, and you spend it to cast spells . The symbols in a card’s upper right corner tell you the cost to cast that spell. For example, If the mana cost reads 4 and two fire symbols , you pay four mana of any kinds plus two red mana (from a Mountain) to cast it.
The box in the lower half of the card is the Text Box. This is where a card’s abilities appear. You may also find flavor text printed in italics ( like this) that tells you something about the Magic world. Flavor text has no effect on game play. Some abilities have italic reminder text to help explain what they do.
He has any and all of the cards here http://gatherer.wizards.com/Pages/Default.aspx
- "There are 7 main types of cards:":
Sorcery
A sorcery has its effect—in other words, you follow the instructions on the card—then it effect is burned up and rendered useless as the enchantment is stripped and expended. These cards can only be used on Devins Turn and if he does not have the lands required to use it It will not happen. They are then placed in the graveyard.
Instant
An instant is just like a sorcery, except you can cast it just about any time you want, even during your opponent’s turn or in response to another action. Like a sorcery, an instant has its effect again the alchemical enchantment is stripped and expended. Again if he does not have the lands required to use it It will not happen. They are then placed in the graveyard.
Enchantment
An enchantment is a permanent . This means two things: You can play the enchantment on Devins turn, and The effect remains in effect until something destroys it directly. If he does not have the lands required to use it It will not happen.
Artifact
An artifact represents a magical relic. Like an enchantment, an artifact is a permanent, so it’ll stay on the battlefield affecting the game. Most artifacts are colorless, so you can cast one no matter what kinds of lands you have. Some artifacts are Equipment . You can pay to attach an Equipment to a creature you control to make that creature more powerful. If an equipped creature leaves the battlefield, the Equipment doesn’t—the creature drops it and it remains on the battlefield. Like enchantments They remain active unless something directly destroys it.
Creature
Creature Cards are used to summon Monsters. These cards have two numbers at the bottom, the first is its power and represents the potential damage it can do in combat (eg. A power level of 1 will do little more than a simple cut, and the power level of like 10 will be devastating.) The second number is the cards toughness and represents how much of a beating it can take before it dissolves. Just like with the power level, a toughness of 1 is easily taken care of. Higher numbers mean the card will be able to deal more damage or take heavier assaults. While these are the more permanent bulk of Devin’s arsenal, most prevent him from actually attacking on the same turn in which he summons them.
While the above is the mechanics of the MTG world, in actuality, these creatures do not exist in physical reality. They are fictional creatures, nothing more. However devin can create realistic constructs that look and act like the rules printed on the card.
Land
Land Cards in Devin’s deck represent the energy sources used for transmuting “abilities” into the other cards; such as ‘hardening’ a creature card to be used for combat. Each basic Land Card stores a particular amount and type of “Mana” and are drained accordingly as a prerequisite for using any other type of card. Able to recharge fairly quickly (during the opponent’s turn), these cards act as a pool of resources that Devin can tap into once per turn to activate his other cards
Planeswalker
Planeswalkers are powerful allies you can call on to fight by your side. You can cast a planeswalker only at the time you could cast a sorcery. They’re permanents, and each one enters the battlefield with the number of loyalty counters indicated in its lower right corner.
Each planeswalker has loyalty abilities that are activated by adding or removing loyalty counters from the planeswalker. For example, the symbol +2 means “Put two loyalty counters on this planeswalker” and the symbol -3 means “Remove three loyalty counters from this planeswalker.” You can activate one of these abilities only at the time you could cast a sorcery and only if none of that planeswalker’s loyalty abilities have been activated yet that turn. Your planeswalkers can be attacked by your opponent’s creatures (if so, you can block
as normal), and your opponents can damage them with their spells and abilities instead of damaging you. Any damage dealt to a planeswalker causes it to lose that many loyalty counters. If it has no loyalty counters, it’s put into your graveyard
- "How to play MTG":
Oddly enough devin NEVER cheats, Some sort of code of honor prevents him from doing so even if he is running a blue black deck. Which are the "cheater" personality colors.
Each player starts at 20 life. You win the game by reducing your opponent to 0 life. You also win if your opponent has to draw a card when none are left in his or her deck, or if a spell or ability says that you win.
Below are the parts of a turn. Each turn proceeds in the same sequence. Whenever you enter a new step or phase, any triggered abilities that happen during that step or phase trigger and are put on the stack. The active player (the player whose turn it is) gets to cast spells and activate abilities, then the other player does. When both players in a row decline to do anything and nothing is waiting to resolve, the game will move to the next step. With each part of the turn is a description of what can happen during that part, if it’s your turn.
~. Beginning Phase
a. Untap step
You untap all your tapped permanents. On the first turn of the game, you don’t have any permanents, so you just skip this step. No one can cast spells or activate abilities during this step.
b. Upkeep step
This part of the turn is mentioned on a number of cards. If something is supposed to happen just once per turn, right at the beginning, an ability will trigger “at the beginning of your upkeep.” Players can cast instants and activate abilities.
c. Draw step
You draw a card from your library. (The player who goes first skips the draw step on his or her first turn to make up for the advantage of going first.) Players can then cast instants and activate abilities.
~. First Main Phase
You can cast any number of sorceries, instants, creatures, artifacts, enchantments, and planeswalkers, and you can activate abilities. You can play a land during this phase, but remember that you can play only one land during your turn. Your opponent can cast instants and activate abilities.
~. Combat Phase
a. Beginning of combat step Players can cast instants and activate abilities. This is your opponent’s last chance to cast spells or activate abilities that stop your creatures from attacking.
b. Declare attackers step
You decide which, if any, of your untapped creatures will attack, and which player or planeswalker they will attack, then they do so. This taps the attacking creatures. Players can then cast instants and activate abilities.
c. Declare blockers step
Your opponent decides which, if any, of his or her untapped creatures will block your attacking creatures, then they do so. If multiple creatures block a single attacker, you order the blockers to show which is first in line for damage, which is second, and so on. Players can then cast instants and activate abilities.
d. Combat damage step
Each attacking or blocking creature that’s still on the battlefield assigns its combat damage to the defending player (if it’s attacking that player and wasn’t blocked), to a planeswalker (if it’s attacking that planeswalker and wasn’t blocked), to the creature or creatures blocking it, or to the creature it’s blocking. If an attacking creature is blocked by multiple creatures, you divide its combat damage
among them by assigning at least enough damage to the first blocking creature in line to destroy it before assigning damage to the next one in line, and so on. Once players decide how the creatures they control will deal their combat damage, the damage is all dealt at the same time. Players can then cast instants and activate abilities.
e. End of combat step
Players can cast instants and activate abilities.
~. Second Main Phase
Your second main phase is just like your first main phase. You can cast every type of spell and activate abilities, but your opponent can only cast instants and activate abilities. You can play a land during this phase if you didn’t during your first main phase.
. Ending Phase
a. End step
Abilities that trigger “at the beginning of your end step” go on the stack. Players can then cast instants and activate abilities.
b. Cleanup step
If you have more than seven cards in your hand, choose and discard cards until you have only seven. Next, all damage on creatures is removed and all “until end of turn” and “this turn” effects end. No one can cast instants or activate abilities unless an ability triggers during this step.
Power Grid:
22 no flight (22 Trading the point I got from Katachi to Devin, and scrapping Katachi)
STR: 2
SPD: 2
END: 2
INT: 6
EP: 7
Constructing: 1
Red Magic: 3
Black Magic: 3
FS: 1
Power Grid:
Character Image/Description:
Roleplay Sample: (If new or new character)
Bash- Mega Poster!
- Status :
Online Offline
Quote : "Insert Quote from Character Here" or etc.
Warnings :
Number of posts : 938
Location : Somewhere in the middle of NOWHERE!!!
Age : 35
Job : workin at a local grocery store.
Humor : Shoving Food into a bag and eating your money!?!
Registration date : 2009-10-29
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» Recruitment Tour (Quickdraw, Celeste, and Stareater)
October 28th 2024, 2:24 am by Cynical_Aspie
» Fight Club
October 27th 2024, 4:43 pm by SicilianDragon
» Darkstar
October 23rd 2024, 2:44 pm by Vorik
» RED ALERT!!!!!
October 23rd 2024, 1:35 pm by Darkstar