PrismaticDireTrain
The Hypest
@Cosmoknot, please edit this post to include any OOC information
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I'm pretty sure if you join a guild you can't leave to join a new guild short of dying unless your Dimir. And Jace/the guildpact forces guild members to keep to their two colours. Are we doing this strictly canon?Ayreon said:Name: Aro, Etherium Pacifist.
Color Identity: Aro had trained for years to become an Ethersworn, giving him a natural affinity for White, Blue and Black magic. His stark lack of Red or Green influence turned him into a very calculating person, and he prefers things to be in a neat order, whether his research notes or his enemies on the battlefield.
Esper, Alara
Native Race: Human
Preferred Spells: After studying Etherium crafting for years on end, he has a nack for artifact based spells, and his brief training as a knight taught him all he needed to know about counterspells. When his spark ignited during conflux, he found himself on the plane of Zendikar, where he encountered the Lightmine field, and sought to mimic its effects. He began honing his planeswalker ability, and used it to further his of understanding of the multiverse. He found himself on Kamigawa, where their shrines to different parts of nature and magic inspired him to study on their effects.
Abilities:
{+2} Each opponent loses 1 life, and you gain life equal to the life lost this way.
Upon arriving in Innistrad for his first time, the planeswalker Sorin took a brief interest in Aro. Aro studied the vampires' magic, and began experimenting with his own brand of life-force manipulation.
-0: Until your next turn, whenever a creature attacks, Aro deals damage to it equal to the number of attacking creatures.
Aro has almost mastered his copy of the Lightmine Fields found on Zendikar, and uses it to keep his foes at bay.
-2: Draw three cards and lose three life.
Aro has no sense of definite mortality, and will gladly trade his life-force for knowledge.
-8: You may put any number of Enchantment or Artifact cards from your hand into play.
His mastery of the way of the Ethersworn allows him to create enchantments and artifacts almost at will, but at the cost of a great amount of energy.
Appearance:
Aro keeps his hair tidy, but allows himself a short beard. He's usually seen with a highly detailed Etherium-trimmed cloak over his light armor. His eyes are the eyes of a researcher, constantly taking in new information.
Affiliations: Aro began his time in Ravnica as an Azorious bureaucrat. However, he found their tactics rather agressive and soon left to join the Orzhov in search of a method of expanding his lifespan even further. Eventually, he found his way into House Dimir, where he learned more about the city's vast network of underground information. This is where he now resides, sharing his outside knowledge and using the network of Dimir spies to learn more abotu the strange occurance on Ravnica.
Goals: Aro seeks out knowledge, first and foremost. And right now, his goal is to find out what exactly is happening on Ravnica that is causing such a large influx of planeswalkers.
Likes/Dislikes: Direct confrontation. Aro doesn't understand the concept of trying to over-power your enemies, seeing it as a short cut for the weak minded. He also detests chaotic and unorganized things, as he was trained to keep his notes in the tidiest of orders/
Short History:
Aro was born pre-Conflux on the shard of Esper. He was raised and trained towards the role Ethersworn Artificer. He was an apprentice to one of the lead Ethersworn at the time Vronos made his deal with the Esper leadership. He learned about the other planes and much about the planeswalker's 'Spark.' After news of Vronos' death reached Esper, Aro soon began studying diligently on everything they knew about the other planes. By the time of Conflux, he had established himself as an Ethersworn, and was one of the most promising artificers on the shard. When Conflux came and Esper began to smash into Grixis and Bant, Aro was one of the artificers responsible for protecting the various cities and struggling to keep the Esper Hegemony alive. Aro was busy planning and assisting with an invention to move the remaining Esper residents when the first of the dragon attacks began. It was so fast and unexpected, none of the Ethersworn could react. It was in that moment, that Aro's spark ignited and he found himself awakening on the plane of Zendikar, at the feet of a group of Kor Lithomancers inspecting the Hedron Networks. He learned what he could from them, and became interested in all sorts of their defensive magics. He began recalling his research on Vronos, and began using the home of the lithomancers as his base for planeswalking excursions. He learned plenty in the next few years, visiting planes like Kamigawa, Innistrad, and Theros, obtaining the knowledge of the various different enchantments and artifacts to be had. When the Eldrazi were released from their prison, Aro tried his best to defend those who lived there, but to no avail. The Eldrazi were too powerful for him. He planeswalked away, finding himself among the tens of planeswalkers on Ravnica.
Quote: "If all the armies came charging to us from the valley, let them come. Those that get by are the ones we must worry about."
Fair point, let me fix it right quick. I was tired while typing and completely forgot the "You're in a guild for life" rule.pbtenchi said:I'm pretty sure if you join a guild you can't leave to join a new guild short of dying unless your Dimir. And Jace/the guildpact forces guild members to keep to their two colours. Are we doing this strictly canon?
I always thought Dimir were the guild most likely to hire outsiders. That way you don't have to tell them everything and you can just erase their memory afterwards.Cosmoknot said:Tell me about it, man! I'm playing around with Daxos' deck right now. My friends and I have all agreed to play them out-of-box for a few weeks before modifying, but the second that happens I'm swinging into auramancy that ends with a huge spirit beatdown.
@Ayreon
There are elements that are changing with the guilds and how Ravnica works, but I can't reveal much more than what the story has actively already altered. I would like you all to keep yourselves to the singular guilds but if you're just a contractor who the guilds have payed to do work I don't see that as too much of a problem. Though I also really, really don't think Dimir would go out of their way to let people into their service temporarily.
Incorrect template,[0]Look at the top card of your library, you may reveal it, if a creature is revealed this way, draw a cardRiddleWrappedEnigma said:[0] Look at the top card of your library, if it is a creature draw it, then shuffle your library
Ah, lmao I forgot that detail. I'll add it in under Short History immediately. Anything else?pbtenchi said:So how did he get his spark ignited? It doesn't seem to say.
I sure hope not!pbtenchi said:Is this dead before it begins?