Victoria had continued to yield ground as more people came out of the cells. She felt a strong need to play this situation defensively until she could understanding of who, what, where, and why of what was happening around her. The who of it was more or less answered. From her first impressions: There was Mr. Buckland the honest one. There was a young boy named Ahras who was more shy. The man calling himself Deloran seemed a natural leader. Soren was still a mystery.
Victoria jumped startled as the buzzer went off. The buzzer forced her out of her thoughts and back into what was happening. She immediately turned to face the man that came through the steel door into the area. His uniform seemed to make Victoria less concerned and more safe for some reason. However, his tone of voice and attitude raised her guard again. Something was not right, but Victoria realized she would not know what was right anymore. She did not have the memories to compare with this moment. Victoria gathered the confidence to answer Scenay, "I feel my option is only to go with you, Major. The alternative does not seem to lead to anything great. I feel like I like the idea of having my head on my shoulders."
I like your character sheet. Your planeswalker is clear white and black, but I feel your justification for having red is a little weak. However, I know from experience beings from Innastrad are often more than meets the eye. I will not have you change your colors. Please post your character over into the CS thread. I already have some ideas for adventures for your character.
Yes, you are createing your own personal planeswalker. An original character. Yes, the planeswalkers within the trading card game made by Wizards of the Coast are in this roleplay universe. I would prefer you did not roleplay one that is already made, and I would like to avoid interfereing with those characters. However, there may come a time where you may cross paths with a canon planeswalker. At that time, i might allow you to roleplay their actions.
Other: He does not tolerate fights within his bar nor those bearing Phyrexian markings.
Name: Victoria Pax
Alias: Warmonger, Mad Witch, Death’s Omen
Age: 24
Gender: Female
Race: Human
Class: Knight Wizard
Appearance:
Victoria is a tall 5 foot 6 inches athletic built woman. Her has brown hair and brown eyes. When she cast magic her eyes change colors mainly to reflect what color mana she is processing into her spells. Red mana makes her eyes glow a demonic red. White gives her ghostly look. Black mana oddly makes her iris glow as terrifying gold. If in complete darkness, these glowing eyes can be most terrifying.
When she is not in combat, she does not often were armor. One can see her usually sporting a crimson red dress with black trim who's skirt that falls to just below her knees.
Magical Specialty: She uses killing spells, lightning blasts, fire balls, and other ways of brutally dismembering foes with magic. She also has a way of summoning weapons and equipment from nowhere to aid her brutish front line combat style. If she gets too badly outnumbered she will create massive destruction to level the odds.
Primary Color: Black
Secondary/Tertiary colors: Red, then White
Preferred creatures: She dislikes summoning minions who will steal her glory.
Favorite mechanic/keyword: Exalted
Home plane: Theros
History:
Victoria was born on the plane of Theros, a realm where heroes and gods are idolized. Her childhood was very peacefully in comparison to the endless conflict of her later life. She was born to a very devout pair of farmers who worked peacefully in the shadows of the polis. Victoria, as a young girl, behaved and dreamed like the other girls that they would marry a hero and live happily ever after. When Victoria was 12, her family made a trip up to the polis in order to join a celebration in the city-state after it won a long war between the humans of the polis and the minotaurs of Mogis. Victoria and her family lined the road into the city as the victorious heroes rode into the city.
Theros is not just a plane of mortals, but a plaything of living gods. This excessive celebration of the victory was taken as an insult by the god, Mogis. Mogis sent his minotaur horde against the polis again. The minotaurs charged at the citizens of the city. As the citizens panicked and tried to get behind the walls of the polis, many were trampled by each other as well as minotaurs. The city defenders, who were caught off guard, failed to close the gates in time and the walls were breached. Victoria and her family were caught in the charge. She was protected from being trampled by the bodies of her mother and father. When everything around her fell silent, She pushed her way out of the pile of corpses. She looked around to see a single minotaur eating the remains of her brother. In despair and hatred, Victoria cried out. And Mogis answered. He blessed Victoria with madness, and she blacked out.
The god Mogis has a twin, the god Iroas. Both are gods of war, both gladly undermine each other. Victoria, in her berserk rage, began killing everything that showed hostility. Iroas saw her anger as justified and was impressed by her natural marital talents. Mogis only blinded her with rage, but that would never have gotten Victoria anywhere if she was not special. Iroas directed her madness against the minotaurs and aided her fight. Then he finally released her from Mogis's madness.
Victoria came back to herself. She was panting, her dress was covered in blood of minotaurs and humans, and wielding two swords not her own. She had no knowledge of how she got into the middle of the streets of the polis. There was a shout behind her and she turned to see the polis's champion and his closest troops behind him. She knew him well and even idolized him. His exploits had at one time been the bedtime stories that her mother told. Victoria dropped her swords as started to approach him. He however was not as pleased to see her. Her hero however was not as nearly happy to see her. Seeing her as a follower of Mogis for she once carried the blessing of Mogis, He ran her through the stomach with his spear. In shock of this betrayal, fear of death, and hatred for the man she once admired, her planeswalker spark ignited and she fell through the Blinding Eternities.
She emerged on the metal plane of Mirrodin. She was bleeding badly. She would have died shortly after if a Vedalken healer had not stumbled upon her. She was restored to health and after recovering she questioned her rescuer. The blue man was foreign to anything she knew. The Vedalken was a wizard who was looking for an answer to the Phyrexian oil that was corrupting his homeland. He had also informed her of the war that was now waging across the world. She felt obligated to repay the man, but he refused any payment. He however suggested that if she was truly determined to repay him, she could fight to protect the world from the phyrexian forces. This is the moment that she joined the Phyrexian-Mirrodin war.
Her fighting never made her path cross that of Elspeth, Venser, or Koth. She knew of Koth as he was an influential leader, but the other planeswalkers were less known. Her path was that of a common foot soldier. She learned how to wage war and how to fight true monsters. Her talents and her new-found skills eventually gained her command of a small group of soldiers. She was largely victorious, but she was fighting for a losing cause. Phyrexian forces had raw numbers over the Mirrodin forces. They also had a unified force and could coordinate across large distances. Phyrexians took vast areas of strategic importance despite any efforts of the Mirrodins. It slowly became clear to Victoria and her troops that the war was lost. Her men actively deserted before they were wiped out by the enemy. Those who remain lost the will to continued fighting. Victoria's war came to an end as the plane of Mirrodin accepted its identity as New Phyrexia. She did not stay on with the mirridon resistance. She stood on top a mountain looking down on the corrupted plain full of mindless Phyrexian drones. For the second time, she could see her faith and belief in high ideals fail before her. Clutching a small disk of Darksteel, a piece of Mirrodin that would never fall to Phyrexia, She shook her head and turned her back to it all as she planeswalked away.
Since this time, Victoria has wandered the multiverse fighting in conflicts all over and for all kinds of reasons, mainly coin. War was the natural state of nations, she might have well made a profit in such a reality. High ideals that Victoria was raised to believe in, she now understood they were lies told to encourage killing and death. Victoria no longer has a goal.
Needing a place to keep her just earnings, Victoria traveled to what was perhaps the most secure bank in the Multiverse, The Church of Orzhov on the Plane of Ravinca. She easily was able to buy a high position within the order and still have plenty of gold left over to keep it. She is higher than most clerics so she is not told what to do, but low enough to still get orders from the ghost council’s immediate subordinates. She was leaving the Orzohv church for the first time when She encountered a man she thought long dead. He was nervously approaching the church seeking a loan. She intercepted him and together they walked through the streets of Ravinca. This man had fought alongside her during the Mirrodin-Phyrexian War. He had lead a separate force from her during the closing acts of the war. After a long discussing of future plans, Victoria agreed to lend him the money needed to start the tavern known as the Mourning Mirrodin that way he would not be in debt to the Orzhov. Victoria now frequents the establishment that she is partial owner. It reminds her of brighter days, but brings hope of bloodier days to come.
Groups/factions: Patron of the Mourning Mirrodin Tavern. Orzhov Syndicate Mirrodin Resistance
Trinkets/ Inventory: She carries with her a darksteel relic on her belt. She does not carry weapons or wear armors, because she summons them in battle.
Being a changling, Rachel can change her appearance at will. She often remains looking like a human despite changing things like outfits, hair color, length of hair, and skin tone. This has given the impression to many that she is just a human who uses magic. In truth, she can change into any humanoid of any race, or color, or gender ranging from 3 feet to 7 feet in height. She often uses her ability to shapeshift to represent characters in her songs.
Magical Specialty: Musical Magic- She inspires her allies to work together and strike true through her music whether vocal or instrumental.
Primary Color: White
Secondary/Tertiary colors: Blue and Green
Preferred creatures: She likes illusionary creatures that are created by her musical magic.
Favorite mechanic/keyword: Battlecry
Home Plane: Born on Lorwyn, raised on Dominaria, Lives on Ravinca
History:
Rachel was born on the plane of Lorwyn during the long days. She does not recall much of those early days. She however recalls running through the forests in terror before her spark ignited allowing her to escape her pursuers across the Blinding Eternities. She arrived on the plane of Dominaria. Lost and confused how she got to there, she wandered across the open plains. Spying weird creatures foreign to Lorwyn, she hid and watched them. Eventually taking their form, and approaching them. The humans she had encountered were friendly and helpful folks. Unable were they to explain how she got there or find her parents, they adopted this human looking changling as their daughter. For several years until around age 6, she did what she could the help around the human’s farm. However, when she was six, she came down with an illness that made it hard for her to help her adopted parents. The humans tried to get her magical help, but there was no aid. Sadly, they accepted Rachel’s disease as fate. Unable to work, Rachel found she could still play an instrument and sing beautiful songs. Rachel wore a veil and sang songs and played instruments in the local tavern for many years to bring in some money to her adopted parents.
Rachel was 18 when a storm came and destroyed the farmstead while she was away at the tavern to play. No longer did she have a need to stay in this small farming town. Keeping her face in a veil she began to travel Dominaria, playing and singing along the way. This lasted for many, many years and she say many places Dominaria had to offer. She even forgot about the lands of Lorwyn. That was until she met the most strange Human. This human was something different. He looked so sad, so defeated, so lost. Something moved within her. She tried hard to cheer him. Never before or since has she seen a man so without hope and so defeated in his soul. She tried and tried. She sung her beautiful melodies till her soul rung dry. Saddened that the man never cracked a smile, she asked what she can do. He sadly replied, “remove your veil.” When she refused out of shock and fear of her disfigurement, he gently reached up and removed it. He expression immediately shifted, but not in the manner she had expected from experience. From sorrow, it did not turn to fright but a dark smirk like he knew something extremely important that she didn’t. He grabbed her hand and told her to hold her breath. She did and almost immediately the universe began to warp. He pulled her with him and her spark allowed her to follow him. They were no longer in a roadside shelter, but a vaste green forest from her earliest memories. He continued to become her to follow.
For a day and a half, they walked through the fairy-tale lands of Lorwyn. After which she came to a small villiage, for the first time in decades, she looked over the sight of her people, changelings. The changelings did not know her but they did know the cause of her affliction, her disfigurement. She had stayed in one form for too long without reverting to her original form. Not knowing or remembering her original form, had only made her condition incurable. Now seeing her people, she was able to relearn her powers of shapeshifting. However, lack of use limited her natural abilities. She stayed several days learning and healing. All the while the human watched her and smiled as she healed. Other changlings had taken interest in the human as none were native to this world. They mirrored his image and studied his form.
After some time, Rachel asked the human to teach her how to walk between worlds and show her lands beyond Dominaria. He agreed under a single condition. Accepting the condition and sealing their Covenant, Rachel and this man began wandering the multiverse. After some time, the man came to a plan. They traveled to Ravinca. While she moved to secure a deal over a rundown tavern, He moved to make a deal with the Orzhov Syndicate. Rachel was successful in her tasks, but the man was not. Instead, he came back with a rather proper looking woman. That woman vowed to pay for the Tavern in the man’s name and prop up the establishment with her own wealth. This moment was the official beginnings of the Mourning Mirrodin Tavern. The covenant between these three different planeswalkers began that very moment.
Groups/factions: Patron of the Mourning Mirrodin Establishment
The streets of Ravinca buzzed with the usual perpetual murmur of life. On a small mesa on the outskirt of the main city center, life was only a little less hectic. This mesa was an unaligned district that no guild claimed and was home to peaceful folk. The only truly noteworthy was part of this district was the nearly famous Mourning Mirrodin Tavern. Locals do not understand the name, but its name is like a lighthouse in the fog to wanderers of the Multiverse. The tavern is open all day and all night. During the day it is a calm meeting area for locals but as night approaches the usual night life creeps in and the fun begins.
The Mourning Mirrodin Tavern is a multi-story building. The first two floors are available for entertainment with bar and food and usually a bard providing live music. The third floor contains many well-kept high class rooms for patrons to rent for a night. The locals do not spend the night often, but for those looking to spend time alone, or from across the city, enjoy these comfortable logging. The fourth floor is the private residence of the Tavern owner, Alexander Pax.
The Mourning Mirrodin is known for good food and drink, honest deals, and always accepting of the strangest of individuals. Those looking for quick jobs with big rewards can be found frequenting a large bulletin board on the first floor managed by the tavern owner himself. One the first floor, there is a large stage for live performances and the main bar where Alexander can most often be found bartending. There is a large open area to allow for dancing and a few tables to rest and enjoy a good meal. The second story has a smaller bar with a smaller selection of beverages. The second floor has plenty of dining tables and secluded venues. There are two gambling tables up there. Across both floors a 3-inch layer of fog covers the floor and sometimes flows down the stairs. This only adds to the atmosphere of a friendly, dreamlike feel to the tavern. It is often a prank told to new patrons that one would get a reward if they ever located the fog machine the obviously must be generating the fog.
Now, the Mourning Mirrodin is not entirely what it seems. Some have speculated him linked with the Dimir guild for he seems to get information for the oddest and obscure jobs from across Ravinca. Some say that he has deep connections within the Orzhov guild as he often ignores extensive tabs to certain patrons. Guilds even post jobs and recruitment in the tavern aimed at the unaligned. Coins that fall on the floor are rarely ever recovered as if the fog immediately whisks it away. Ravinca is a very mixed place, but some of the patrons to this establishment are exceptionally abnormal. In truth, these are often planeswalkers from all over the multiverse, but planeswalkers are wholly unknown on Ravinca except for the more learned individuals.
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Now, this is where the tale of planeswalkers begins. Slowly growing in popularity, the name Mourning Mirrodin has attracted many planeswalkers. Here planeswalkers come, eat, plot, and plan. To what end and how their glancing and passing meetings will shape the multiverse, no soul can predict. The Mourning Mirrodin is always open, always accepting, and always neutral ground.
On the stage, a beautiful young human woman plays her small lyre. As she switches songs, she points her finger and swirls her wrist. Her hair changes from a deep brown to a bright green. Her long hair raises and ties itself into a big bun. Her dress also changes color from a warm red to a matching bright green. Her dress lengthens, growing from where its hem was mid-thigh to the floor. Her lyre changed to a small wooden guitar. The goblin drummer behind her on stage began to give a beat. The Elf next to him began to play his flute. Strumming her guitar, this young woman began to seen in beautiful common native to Theros. For the non-planeswalkers, her ballad could only be understood by the beautiful tones of her voice and the blue illusions that danced at her feet illustrating the legend of the first dog of Theros, a lonely wolf crying to the goddess of the Hunt for a new pack. That pack becoming the humans.
Alexander Pax was not once phased by the magic of his bard. He tended to the patrons at the bar and greeted all who entered the Taven.
Ravinca is one plane among many that swim through the multiverse. Its industrial inhabitants have eons ago assaulted every corner of the world with their constructions of buildings. Today it stands unyieldingly constant cityscape as far as one cares to travel. There are many civic centers on Ravinca but by far the biggest, best known, and whose name has become synonymous with the plane itself is Ravinca: City of Guild. The Ten Guilds of Ravinca are kept in check by an agreement known as the Guildpact. Without the Guildpact, conflict would be inevitable.
Now, just outside of the City of Ravinca proper, there is a raised mesa only accessible by air or by a single bridge. Tribals of the Gruul Guild make ground assault unreasonable. On this mesa, there is a small marketplace and apartments. This mesa is not noteworthy except for a tavern called “The Mourning Mirrodin”. No citizen of Ravinca knows why the tavern owner has named his establishment has such an odd name. It takes a special kind of person to know what a Mirrodin is. Such a person is almost undoubtedly a Planeswalker. If you seek a Planeswalker on Ravinca that is not of the normal variety (not that normal can be applied to Planeswalkers), one would be wise to speak with the patrons of “The Mourning Mirrodin”
The Mourning Mirrodin Tavern
Exterior
Interior
The interior of the Tavern is very open and often crowded. The tavern is open all day every day. Sometimes are more frequented than others. The floor is always covered in several inches of fog. There is a running joke played on newcomers that if they can find the fog machine you can get a free keg from the tavern master. Many beings of all shapes and colors can be found frequenting this tavern. Many come for gossip, some come to seek odd jobs, and some come here just to drink. Planeswalkers and Ravincans come here to collect job notices and contracts. Some seek rumors and hunt for individuals. The Tavern master himself makes sure that Ravnicans get jobs Ravnicans can do and keeps the special tasks exclusively for Planeswalkers.
The Mourning Mirrodin is the neutral territory for planeswalkers of all kinds. Any disputes between planeswalkers are strongly encouraged to be taken outside into the streets or off world. Just not inside the Establisment.
Intent of this Roleplay
In this sandbox Rp, you will be a planeswalker, and hopefully a patron of “The Mourning Mirrodin”. Planeswalkers are beings that are able to travel between the various worlds of the multiverse. Not being bound to a single plane, most planeswalkers have the ability to learn more magic than any plane bound Archmage could ever dream of. Planeswalkers are rare. Only 1 in every million sentient beings possess the Spark needed to cross the void between worlds. Even fewer who have the Spark ever ignite it and become true Planeswalkers. The Act of planeswalking has been described many ways. Nissa of the Gatewatch once said something to the effect that planeswalking is like walking through a door way, but not everyone can see the doors. I personally like the idea it is more like stepping left. Stepping left and not going left.
Knowledge of MTG Lore or even how to play the Trading card game is not required!!! It is however helpful. Keep in mind that this is a general medieval fantasy setting.
This is a sandbox. If you want to do something or go somewhere, let’s go and do it. If y’all want to travel alone or with a group that is up to you. If you want to seek out the most powerful artifact in the world or want to go storm the castle, let’s go do that. I as the GM, will be playing the NPCs and World to make sure you have the opportunity to do what you want. This way the world will be reactive to your choices. The tavern has many jobs for you to do, if you are at a lost at what to do.
Social Contract/ Rules
1. The Roleplayer’s guild is kind enough to let me host this rp and letting you be here as well. Thus, please respect all the guild rules. 2. Player and character knowledge are often different things. If issues come up between players because of characters, use the OOC or PM to resolved them. Using black mana does tends to create misunderstandings. 3. As GM, I have final say. If I get Co-GM, respect them as you would me. 4. I am going to try to get this roleplay last as long as possible. I hope all y’all will be here with me. I promise I do my best to always reply within a reasonable time frame or let all y’all know that I am going to be absent 5. This is a sandbox. If you want to do something or go somewhere, let’s go and do it. If y’all want to travel alone or with a group that is up to you. 6. “The Mourning Mirrodin” is a neutral territory for all planeswalkers. Do all your brawling off world or in the streets. Or Else, the Boros legion may break down the tavern doors and I would not want to pay to repair the doors. 7. I do seem to enjoy lists. 8. I do not wish to interfere the canon planeswalkers that have been created by Wizards of the Coast. I love them and they inspire me to do this rp, but They are busy people. They may come in for cameos should it come up 9. Death happens!!! The multiverse is a dangerous place. Planeswalkers tend to be able to run away from anything, but they eventually cannot escape death. If your character dies, make a new one (or get someone to reanimate you). No harm done. The “The Mourning Mirrodin” loves new patrons. 10. You may have as many characters as you feel you can give equal attention. I recommend around two. 11. Should you accept the rules and have read them put “Patron of the Mourning Mirrodin Establishment” in the Groups/factions section of the CS. 12. Have fun with this rp. It can be as casual or serious as you make it.
Planeswalker Profile A.K.A Character Sheet
Please post your CS here in the OOC for approval. Once it is accepted, you can place it in the CS thread.
Name: (What is your name?)
Alias: (Planeswalkers are often known as by simple phrases that eventually fall into legends. Something like the Firebrand, the Living Guildpact, the Last Hope are only recent examples of this)
Age: (How old is your planeswalker?)
Gender: (Male and Female are the most common, but I imagine some species have more or fewer.)
Race: (Any race that is sentient and made of matter is able to have the chance to have the spark. You may use any known sentient race in the mtg canon or make your own. I prefer humanoid but I will not tell you No. Try to be able to fit within the tavern. Magical means is acceptable.)
Class: (Usually the second creature type on a card is a class. Classes like Soldier, Knight, wizard, archer, Shaman, ect. Not every planeswalker is a pure wizard casting spells left and right, just look at Garruk or Gideon. Please keep in mind that this multiverse is typically a fantasy setting.)
Appearance: (What do you look like? Long hair, no hair? Do you wear armor? What kind? What is your typical outfit? A picture is fine.)
Magical Specialty: (What type of magic do you use? Describe it if you can. This will determine your main colors. For example, Chandra is a Pyromancer. She uses fire magic. This means She uses red mana almost exclusively as it is the best for fire magic. Sarkan Vol uses Dragon magic. This means he uses Primarily red, but he often uses green and black, and even recently blue mana.)
Primary Color: (If a planeswalker looks at you this will be the first mana they see on you. You can use all colors of magic, but this is your most used.)
Secondary/Tertiary colors: (If you have a second Color or even Third color put it here.)
Preferred creatures: (Summoning are common among magic users. If you summon what do you typically summon. For example, Liliana loves to raise the dead while Tesseret likes to summon metallic contraptions. Nissa loves summoning her elves and elementals.)
Favorite mechanic/keyword: (This is optional, but what mtg mechanic does your character use the most.)
Home plane: (This could be the world you were born on or the world you have taken up residence on. It could be one of the canon worlds or a world of your own design. If you create a world, please describe it here. I enjoy reading and would enjoy some knowledge should you chose to travel there again.)
History: (What is your story? Important points in your life? For the Spark to ignite, usually something epic or tragic must happen to the individual. For Gideon, it took the god of the Underworld to slaughter everyone around him to ignite his spark. I would love to know how you got your spark Awoken.)
Groups/factions: (What groups are you apart of?)
Trinkets/ Inventory: (Are there any special items you carry with you? Mana generating rocks, weapons, adventuring materials.)
Theme Song: (Like When Darth Vader walks into the room to the Imperial March. What song signifies you? This is mainly for my enjoyment)
Other: (Anything I forgot to add? Anything you feel like adding? Possible plot hooks?)
Bulletin Board for Job postings
This roleplay is a sandbox. You can do whatever you feel like doing. If you want to storm a castle, you can do that. You want to quest for some sacred Relic, let's do that. If you want to hang in a bar, you can do that. However, if you are unsure what to do, there is a bulletin board located on the first floor of the Mourning Mirrodin Tavern full of jobs to accomplish. In no special order, they are listed below. Feel free to come up with your own job requests.
Current Job Postings
1. Bounty for a Bexit Ralzul – Boros legion has put out 1000 gold pieces for the capture of Theif Bexit Ralzul. Unguilded Human charged with theft and vandalism.
2. Dimir Library has a request for the less faint of heart- For details come to the Dimir library. Good pay promised.
3. Clearing of Clogged path to Undercity beneath Clark Street- Izzet engineers need to restore clean water to Azurious district. Adventurers please help. 1000 gold up front, 3000 upon completion. Medical included.
4. Mercenaries needed to escort medicine through Gruul and Rakdos districts. Contact Senator Stefan Mekey, Azurious building 3057-A. Pay negotiable.
5. Bounty posted for Lily Maritta. Another Rakdos “Massacre Girl” copycat. 2000 gold dead, 2500 alive. Collateral damage is pardonable upon success. Elf female about 5’4’’ dressed like Massacre girl. See Nearest Boros Legion outpost to retrieve reward.
6. Quest for the Nihilist Stone – See Alexander Pax for details
7. Need for individuals to confirm rumors – See Alexander Pax for details.
8. Undercity survey needs escort personal – Contact Senator Stefan Mekey, Azurious building 3057-A. Pay negotiable, rewards available for success.
9. Simic Scientist needs assistance with specimen recovery, please contact Rachel Zimerson, Simic guild scientist, can be located at main Simic gates around noon. Compensation available, discretion appreciated.
10. Rat problems!!! Please assist!!! – See Alexander Pax for details.
Is there anyone else interested in this? I do have plenty plenty of ideas for adventuring in the Mtg Multiverse. From crawling through the Ravnica Undercity after a rouge Dimir assassin to avoiding the attention of the Pyrexians while seeking the Worldslayer in the core of Mirrodin. From a trial for heros on the greek themed World of Theros to fighting with Samurai on the Japanese themed plane of Kamigawa, I can make it all happen.