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#216 Planeswalker Profiles

Posted by Rodrigo on 03 February 2013 - 07:08 AM

This thread can be used for discussion of the planeswalker's personalities, actions and stories.


[spoiler="Ajani Goldmane"]


Ajani Goldmane is a planeswalker who wields white magic. His specialty is magic of the purification of body and soul: spells that heal and strengthen his allies, and spells that evoke the inner, spiritual essence of others.


Ajani Goldmane is torn between his leonin ferocity and his sense of justice. He was born as an outcast within his own family, an albino leonin never accepted by the rest of his pride. The only person who cared about him was his brother Jazal, the leader of their pride and Ajani's inspiration. Ajani had always shown potential as a mage and healer, but had assumed his main calling was to be a warrior in Jazal's service. The day that Ajani's brother was assassinated by unknown forces was the day that Ajani's planeswalker spark ignited, and everything changed.

No longer could Ajani worry about his tiny problems of social acceptance. His quest to discover his brother's killer has led him into a tangle of intrigue woven by mysterious forces, forcing him to broaden his skills as a warrior and to unlock new potential within himself. Ajani teeters on the edge between principled justice and bloody revenge as everything he once knew crumbles around him.



Ajani’s rage has been unleashed. Tempted to shed the pretense of principle and justice, Ajani now thrashes his way through secret after secret in pursuit of the identity of his brother’s killer. His pride, bereft of their leader and shocked by the violence surrounding Jazal’s death, has been scattered all over Naya.

Ajani’s abilities as a planeswalker blossomed during a trip to Jund, during which he encountered the shaman and dragon worshiper Sarkhan Vol. Sarkhan helped Ajani turn his sense of vengeance into a fiery new power, unlocking a torrent of red magic in a volcanic ritual.

Ajani now returns to a Naya that seems alien to him. His family rejects him utterly and the mystery of Jazal’s murderer still eludes him, but even darker threats will soon make themselves known.[/spoiler]


[spoiler="Chandra Nalaar"]


Chandra Nalaar is a red-magic-wielding planeswalker. Her specialty is pyromancy: spells of fire, fire, and more fire.


There's no virtue in subtlety—at least not as far as the fire-mage Chandra Nalaar is concerned. Impulsive, passionate, and short-tempered, she's as ready to explode as the pyromantic spells of her ever-growing repertoire. Chandra's spark ignited when she was still quite young, and as she has grown, so have her abilities as a wielder of fire magic and as a planeswalker.

As a source of immense and unpredictable power, authority figures have sought to restrict and control Chandra, which comes into direct conflict with her need for independence and freedom. As Chandra's wild inner fire comes in contact with world after world of rules and strictures, the results are sure to be explosive.[/spoiler]


[spoiler="Elspeth Tirel"]


Elspeth Tirel is a planeswalker who wields white mana. She has powerful magic of community and fortification: spells that build mighty armies, bolster them, and protect them from harm.


Elspeth was born on a plane of strife and darkness. When her planeswalker spark ignited, she left home and never looked back. She wandered the Multiverse, looking for a world where she could belong, a world that had what her true home was missing: peace, love, and community. She found all those qualities in the shard of Alara called Bant.

With her formidable fighting skills and her devotion to nobility, Elspeth became a knight and champion of the Bant nation of Valeron. She evades questions about her origins, content to build her life around service to her adopted home. She has become a planeswalker with a very unusual trait—she has no desire to planeswalk ever again.[/spoiler]


[spoiler="Garruk Wildspeaker"]


Garruk Wildspeaker is a Planeswalker who wields green magic. His specialty is creature magic: spells that coax abundant mana from the land, summon wild beasts, and unleash the ferocity and power of his summoned creatures.


Garruk is a hunter to the core, a planeswalking predator whose hunting ground is the entire Multiverse. Gripped with a need to test his might and resolve against greater and greater challenges, his life's calling has become an endless hunt of the most ferocious and dangerous game that each plane can offer.

So far Garruk's travels have brought him experiences and trials he never could have imagined. The dangers he's faced have forced his abilities in druidism and creature summoning far past their prior limits, and each day his collection of trophies grows. But recently he's faced a new kind of prey: a fellow planeswalker.

This is new territory for Garruk. Never before has his quarry been so crafty, so resourceful, or so elusive. Garruk's true hunt has just begun.



The Planeswalker Garruk Wildspeaker has always been a skilled hunter, and his calling has been a plane-spanning hunt for the hugest and most powerful creatures in the Multiverse. But now his chosen quarry is a fellow Planeswalker: the death-witch Liliana Vess. At their last meeting, Liliana used the power of the Chain Veil artifact to curse Garruk, corrupting his power to summon wild beasts. As the curse takes hold and Garruk's fierce predator-companions become sickly fiends, he finds that he's gaining new, chilling powers of death. This only enrages him more.

Liliana still carries the shadowy Chain Veil, and Garruk won't stop until he's cured of his intolerable death-tainted state. If he can survive his curse, Garruk will employ his hunter's instincts to track Liliana on the world of Innistrad in the hopes of confronting her.[/spoiler]


[spoiler="Gideon Jura"]


Gideon Jura is a planeswalker who wields white magic. Unlike most planeswalkers, Gideon doesn’t hesitate to enter combat. He also practices hieromancy, the magic of holy justice.


Gideon wields a sural, a three-bladed, whiplike weapon that also serves as a focus for his spellcasting. His strong morals and sense of duty led him to serve as an agent for the Order of Heliud, an organization that sought to bring law to the plane of Regatha, adopted home of the pyromancer Chandra Nalaar. Chandra’s home, the fire monastery called Keral Keep, became an obstacle to the Order of Heliud’s goals, and the Order’s leader, Walbert, needed Chandra out of the way. He sent Gideon to intercept her on the plane of Kephalai, where Chandra was attempting to steal—for a second time—the so-called scroll of Ugin, which contains not only a powerful fire spell but the map to the Eye of Ugin, a hidden chamber on the far-away plane of Zendikar.

On Kephalai, Gideon apprehended Chandra and delivered her to the authorities there, but she escaped. He tracked her to the dark plane of Diraden, where the two planeswalkers became allies in order to escape the predations of the plane’s ruler, the vampire Velrav. Only on returning to Regatha did Chandra learn that Gideon served the Order of Heliud, and that she would have to surrender herself to Walbert to prevent Keral Keep from being destroyed. With Gideon’s help, however, Chandra survived Walbert’s persecution and gave Gideon reason to question the Order’s true motives. Then she departed in search of the Eye of Ugin.

After some soul-searching, Gideon decided to follow Chandra to Zendikar, believing he could help her stay alive on the treacherous, unpredictable plane. By the time he arrived there, however, he found Chandra gone and Zendikar under siege. The ancient Eldrazi have been released from their imprisonment, and Gideon must do what he can to protect Zendikar’s denizens—and himself.[/spoiler]


[spoiler="Jace Beleren"]


Jace Beleren is a Planeswalker who wields blue magic. His specialty is mental magic: spells of mind-reading, illusion, knowledge, and deception.


Curiosity has always gotten the better of Jace Beleren. As a magical prodigy, he delved into lessons of sorcery deeper than the other students in mage academies, and succeeded to the point that even his instructors were suspicious of him. As a specialist in mind magic, he uses his abilities to gaze into the minds of others, discovering even closely guarded secrets. This practice has led him into danger more than once. In fact, his mind magic has helped him discover the existence of planeswalkers and of worlds beyond his own, opening his eyes to an even greater scope of secrets.

Now that Jace's own Planeswalker spark has ignited, his curiosity has begun to take him deep into the Blind Eternities, the chaotic void that holds all the planes of the Multiverse. Jace has finally found a milieu vast enough to satisfy his thirst for knowledge.

Jace now faces the same problem of every exceptional being: the temptations of power. His skills in illusion, mind-reading, and even memory modification have flourished during his travels, and they've helped him gain ever broader access to the secrets he craves.

Jace's travels have taken him back to Ravnica, where he once honed his abilities as a mind mage while working for an interplanar organization called the Infinite Consortium. Now that Jace has returned, the ten guilds have returned to prominence, and guild intrigue has reached new heights. Jace suspects a deep conspiracy involving the dragon Niv-Mizzet, a plot that leads to secrets so dangerous that Jace's mind magic might get him into more trouble than it's worth.[/spoiler]




The silver golem Karn is a Planeswalker who can wield all five colors of magic. He was created to endure time travel and to serve as the key to the Legacy.


Over a thousand years ago, the Planeswalker Urza created a new weapon in his war against Phyrexia: the silver golem now called Karn. Urza's plan was to send his creation back in time to when Phyrexia was a nascent threat. The plan backfired and the island of Tolaria was devastated. But Karn had many other purposes to serve.

The golem was also the first artifact of the Legacy, a collection of objects whose arcane might would eventually be used against Phyrexia. He was given the heartstone of the rogue Phyrexian sleeper agent Xantcha, once Urza's ally and companion. Centuries later, it was Karn who rescued the human component of Urza's Legacy from Phyrexian raiders: Gerrard, who would become captain of the Skyship Weatherlight.

Decades after, when Phyrexia invaded the plane of Dominaria, Karn fulfilled his destiny by taking his place within the Weatherlight hull, surrounded by the artifacts of the Legacy. The ship became a weapon, delivering a devastating blast of white mana that destroyed Phyrexia's "god," Yawgmoth, the Father of Machines. At that moment, Karn became a planeswalker, inheriting the Planeswalker spark from his creator.

Karn later created a plane of his own: a metal world he called Argentum. When he brought the Planeswalker Jeska to see his plane, he introduced a contagion from Dominaria to his world—a Phyrexian substance to which, as a Planeswalker, he was immune and unaware. As Karn explored the Multiverse, the Phyrexian contagion took hold, reshaping the plane and corrupting the mind of the Warden that Karn had left to watch over his creation. Even when Karn returned to Argentum, now called Mirrodin, and set things right with his world's inhabitants, the contagion continued its quiet work.

During Dominaria's temporal crisis, Karn was called on by his friends Jhoira and the Planeswalker Teferi, both of whom were once students at Tolaria. Together with a new ally, Venser, they worked to prevent time itself from collapsing by finding those who were willing to surrender their Planeswalker sparks to heal the temporal damage. Karn accepted the task of healing the greatest of these time rifts: the one he had helped create at Tolaria. And although he succeeded, at that moment he became aware of—and susceptible to—the contagion he carried. In his last moments as a Planeswalker, he hurled himself through the Multiverse to Mirrodin, instructing his friends not to follow.

His mind addled and broken by the Phyrexian corruption, Karn found himself inside Mirrodin amid a fully fledged Phyrexian ecosystem. The contagion had caused Mirrodin to grow tendrils into the plane's core of raw mana, vastly accelerating its Phyrexian metastasis. Karn was hailed as the next Father of Machines by the new Phyrexians.

The Planeswalker Koth, a native of Mirrodin, sought allies to help him save his world. He recruited Elspeth Tirel as well as Karn's Dominarian friend Venser. When the trio arrived on Mirrodin, they were forced to acknowledge that the world was poisoned beyond saving. In the end Venser sacrificed himself to transfer to Karn his Planeswalker spark as well as his immunity to the contagion, in hopes that Karn could prevent the corruption from taking hold on other worlds. Grief-stricken by the fate of his world and the death of his friend, Karn set out into the Multiverse again, retracing his steps to find the Phyrexian oil and render it inert.[/spoiler]


[spoiler="Koth of the Hammer"]


Koth is a planeswalker who wields red magic. His specialty is geomancy, spells that move mountains, shatter stone and melt iron. His earth magic has a special strength in it that allows him to purify metal, which reflects Koth’s own inner desire to bring peace and harmony to his people.


Koth is a vulshok from the Hammer tribe who dwell in the Oxidda chain of mountains on the plane of Mirrodin. His planeswalker spark ignited when the tribes of his once-peaceful people fell into open war for the first time in generations. The metal his people had traditionally mined from the mountains of Oxidda became strangely corrupted; the ingots forged by the Anvil tribe turned brittle and inconsistent. Each tribe blamed the others for the weakness of their sacred ore and old hatreds began to reemerge. Koth believed he could use his ability to purify the ore. With Koth’s help, the solidity of the metal became restored and the skirmishes between tribes slowed. Koth is a passionate leader of his people, but he is also wise for his years, taking counsel before rushing headlong into action. But if action is called for, Koth is a decisive man of few words, and can bring a mountain down on top of anyone who dares to threaten his home.[/spoiler]


[spoiler="Liliana Vess"]


Liliana Vess is a planeswalker who wields black magic. Her specialty is necromancy: spells that reanimate the dead, corrupt the living, and unlock power from death.


Beautiful, cunning, and ambitious to a fault, Liliana Vess is quietly one of the Multiverse's most magnetic dangers. Liliana's dark charisma is undeniable—she's agelessly striking and sharp as the edge of a razor.

Liliana Vess's most formative experience was her pact with demonic forces. As Liliana faced the limits of her human lifespan, her health and power were waning. She contacted powerful demon lords, and one dark deal later, she was restored to her height of power and beauty. Today she appears to be in her 20s, but in truth she's over a century old.

Liliana's ambition has led her to interact with beings from all over the Multiverse, but ultimately, Liliana Vess's first love is Liliana Vess. She's convinced that everyone's in it for themselves just as she is, but that she's just a little better at playing the game than everyone else.[/spoiler]


[spoiler="Nicol Bolas"]


Planeswalker. Elder Dragon. Tyrant of Worlds. Nicol Bolas is one of the oldest known beings in the Multiverse—he has lived for many millennia. His malevolence is matched only by his boundless intellect.


Nicol Bolas has survived multiple wars, cataclysms, and rivalries: the dragon war that left only five of the elders alive, the destruction of his Madaran Empire on Dominaria at the hands of Tetsuo Umezawa, and epic duels with the planeswalkers Leshrac and Teferi. He also survived The Mending, the healing of the Multiverse that changed the very nature of the spark and cost several planeswalkers their lives. Bolas left Dominaria as it crumbled in the time before The Mending, implying that it couldn't be saved. "I have prepared a suitable place for myself in that eventuality," he said before departing through the Talon Gates.

In fact Bolas has already begun to plot his next scheme for power. His ‘suitable place’ is the five shards of Alara, which Bolas has been watching for decades. Long ago he began to recruit agents on the shards—individuals and even entire groups who would secretly do his bidding. These agents have subtly, secretly sown the seeds of dissent on each shard, creating chaos and conflict. Why? Only Nicol Bolas knows the truth: The shards of Alara are reconverging into a single plane. And when that reconvergence comes, Bolas wants all-out planar war for reasons unknown to any but himself.

Before The Mending, planeswalkers were ageless shapeshifters whose power was limited only by their experience and knowledge. Bolas had that godlike power torn away from him, and he will go to any lengths to get it back. But it will take countless machinations and maneuverings, even for the oldest and most powerful planeswalker of all. For Nicol Bolas, all the power in the Multiverse is not enough.[/spoiler]


[spoiler="Nissa Revane"]


Nissa Revane wields green magic to muster her people and amplify their might. But recently she has begun using black mana covertly, believing it a necessary means to move the elves toward their rightful place.


The sternly beautiful Nissa Revane is a proud and ruthless nature-mage. She seeks to prove that her people, the elves, are the true heirs and best stewards of the planes of the Multiverse. Nissa prefers deeds to words, though, and she has become a master summoner of her elvish allies so their blades and arrows can do the talking.

Nissa hails from Zendikar, where her own race fights for survival against an increasingly savage ecosystem. The elves of Zendikar span many of its continents, and Nissa leads a large tribe known as the Joraga. Weakness is a luxury no one can afford on this fierce plane, and as a result Nissa despises weakness in others.

Her planar travels have taken her to other places where elves thrive or even rule, such as the sunny world of Lorwyn. There she met elves who fully embraced their role as the pinnacle of nature, using both life magic and its shadow to assert their primacy. This encounter led Nissa to experiment with black mana on her own terms, in secret, using it to complement her own elvish teachings.

And Nissa will need all the magic at her disposal to protect her elves. Zendikar is growing stranger and more hostile to its inhabitants. Nissa's quest for elvish domination of the plane will be set aside as she and her tribe fight harder and harder simply to survive in Zendikar's violent terrain.[/spoiler]


[spoiler="Sarkhan Vol"]


Sarkhan Vol is a planeswalker who can wield both red and green magic. His specialty is draconic shamanism: spells that summon dragons and evoke the rage and passion of dragonkind.


Sarkhan Vol comes from a plane where territorial warlords vie against each other in unending, brutal war. On this plane, dragons have long since been hunted to extinction for sport and glory. Sarkhan belonged to a shamanic circle that venerated the dragon as the ultimate predator, the purest expression of the consuming urge of all life.

During a deep shamanic trance, Sarkhan had a vision of an ancient dragon-spirit, and it was during this transcendental moment that his planeswalker spark ignited. On the realization that other planes existed beyond his own, Sarkhan began his quest to understand the dragon spirit, to find a plane where he could look a dragon in the eye.

After many years of searching the planes, he found Jund, a world tyrannized by dragons, and knew he had found his prize. It is here that Sarkhan seeks an exemplar of dragonhood, the ultimate expression of predatory perfection worthy of his worship.



Servitude to the ruthless planeswalker Nicol Bolas has taken its toll on the sanity of Sarkhan Vol. Sarkhan had searched the Multiverse for a dragon ferocious and powerful enough to be worthy of his worship, and found it when he encountered Bolas on the plane of Alara. But ever since pledging his fealty to Bolas, the consequences of Sarkhan’s decision have weighed heavily on his soul. As he planeswalks throughout the Multiverse, keeping tabs on other planeswalkers and doing obscure errands for his new master, voices of doubt plague his mind.

Sarkhan’s latest mission was to guard the Eye of Ugin, an ancient subterranean chamber connected to the fate of the Eldrazi, where Sarkhan heard haunting whispers of Zendikar’s past. Now, due to the actions of rival planeswalkers, the Eldrazi have been unleashed. Sarkhan must answer for his apparent failure at the Eye—and Nicol Bolas is unlikely to be a forgiving master.[/spoiler]


[spoiler="Sorin Markov"]


Sorin Markov is a vampire and a master of sangromancy, a dark corner of black mana specialization. With this blood magic he can drain the lifeforce of other beings, place curses on enemies, and even possess the minds of others.


With the exception of the elder dragon Nicol Bolas, the vampire Sorin Markov is older than all other planeswalkers described here—older than all of them combined. His multiple millennia have brought him detachment and easy confidence. Unlike Bolas, Sorin doesn't concern himself with gathering power or control. He is content to follow his whims, even when those whims are cruel or deadly.

Sorin is well traveled and well heeled. Having seen hundreds of planes over thousands of years, he has become a sort of bon vivant, seeking novelty and new diversions. But despite his fundamentally hedonistic nature, Sorin does feel the pull of more lasting concerns, and over his long life this tendency has resulted in an arcane schedule of engagements and forays to far-flung planes. As a result Sorin is a busy man, planeswalking frequently to pursue concerns known only to him. Sorin always seems to have business elsewhere.

One such commitment involves the plane of Zendikar. Long ago Sorin cooperated with two other planeswalkers to complete a ritual that would alter Zendikar forever. The three agreed that if the results of their ritual were ever to be disturbed, all three would return to Zendikar. And although Sorin has held up his end of the agreement, he now finds himself alone on the plane with no sign of his former cohorts. For now he must keep the nature of their work to himself, lest he endanger himself and the plane even more.[/spoiler]




The moonfolk, or soratami, of the plane of Kamigawa are a secretive and inquisitive race. Their knowledge of the metaphysical forces on their own plane is unparalleled. When the field scholar Tamiyo became a planeswalker, gaining the keys to the Multiverse was greater than any dream she ever had. Each plane seemed to her to be an unexplored trove of knowledge to be brought back to the great scroll-towers of Oboro.


For Tamiyo, every plane holds a mystery that sets it apart from all others. Tamiyo travelled to Innistrad to explore the mystery of the silver moon. Tamiyo has been observing Innistrad for many cycles, using her powers as a planeswalker to gain insight into the force it exerts on the world. She has watched with rapt attention the moon's effect on the lycanthropic curse, and she has written extensive notes on the ebb and flow of vampire frenzies in relation to the moon's influence. Her curiosity eventually led her to the door of the famed astronomancer Jenrik. Tamiyo spent months in his moonstone tower poring over countless charts, adding her own observations to his collection about the odd power the moon holds over the denizens and populace of the plane.

With Avacyn's return, Tamiyo has been excitedly writing theories about the angel's effects on the land, its creatures and the moon. The nature of the Helvault, the creation of the wolfir, the appearance of the gryffs, and the origins of the newly empowered holy wards are all filling her scrolls with more questions than answers.[/spoiler]




Tezzeret is a planeswalker who wields blue magic. His specialty is artifice: spells that forge artifacts, manipulate artifacts, and even bring artifacts to life.


Tezzeret was a talented artificer from the Alara shard of Esper. Like all Esperites, he has part of his body "enhanced" by the magical alloy etherium, part of an overarching planar venture to create perfection of both body and mind.

Tezzeret became an initiate of a mage sect called the Seekers of Carmot in order to gain access to the Codex Etherium, a sacred tome the sect claims to have in its possession. When he intruded into the sanctum of the Seekers, he uncovered truths that others didn't want him to find, and he found himself trapped in a conspiracy much larger than himself.



Mortally wounded by the guards of the Codex Etherium on the shard of Alara called Esper, Tezzeret's spark ignited, hurling his battered body through the Blind Eternities to Grixis, where he laid dying. Revived by the scheming dragon Nicol Bolas, Tezzeret was forced to accept servitude in exchange for his life.

Bolas allowed Tezzeret to believe he had seized control of part of his network, a cabal known as the Infinite Consortium. On the plane of Ravnica, from which Tezzeret led the Consortium, he recruited fellow planeswalker Jace Beleren, hoping to use him as a powerful pawn. But Jace had other ideas, defeating Tezzeret in combat and erasing his mind almost completely. Bolas retrieved his servant's body from the æther, rebuilding it for a sinister new task.

Later, Bolas sent Tezzeret to the plane of Mirrodin to observe the growth of Phyrexia, report its progress, and prevent leadership from taking hold. Tezzeret, using his wit and guile, established himself within the Phyrexian hierarchy. As always, he watches for an opportunity to gain power and turn the situation to his advantage.[/spoiler]




The student of an Innistrad necromancer, Tibalt tried to follow in his master's footsteps, cobbling and reanimating corpses. But he lacked the talent and discipline for the dark, exacting work. Nursing a growing seed of hatred fed by his own failures and isolation, he began to turn his talents toward the realm of the living. His experiments tested the ability of living organisms to withstand pain.


Tibalt used only vermin at first but then moved on to larger animals and eventually humans. As if summoned by the evil nature of these new experiments, devils began to gather near Tibalt's laboratory at night, whispering in their strange chittering tongue. In time the devils offered Tibalt insights into what fascinated him most: the true nature of pain. Filled with a sense of power, Tibalt grew more sadistic and more careless, oblivious to the whisperings of the townsfolk.

It was only a short time before an inquisitors kicked down the door of his laboratory. Cornered in a room filled with jabbering devils and torture devices, Tibalt should have been executed for jailed for life. But at that moment he invoked a potent and hateful spell built from the devil's utterances and his own grim discoveries. The spell fused his own essence with theirs—at the cost of inflicting on him all the pain he had inflicted on others. In the moment, Tibalt's planeswalker spark ignited and flung him across the Mulitverse, away from the inquisitors' blades. Now half-human, half-devil, Tibalt is free to practice his "art" on countless planes.[/spoiler]




Venser is a planeswalker who wields blue and white magic. His specialty is teleportation magic and building his own unique and powerful artifacts. Venser is brilliant and able to think fast on his feet to find a way out of any sticky situation he encounters. He relies on his knowledge of artifice and teleportation to pave his way through the Multiverse, where he satisfies his boundless curiosity of all things mechanical.


Venser came from the wasteland of Urborg on the plane of Dominaria. As an adult, he lived alone in his workshop amidst the remains of warships and wreckage left from the Phyrexian Invasion of Dominaria. Using found parts from the heaps of debris surrounding his home, he built devices that could aid in teleportation. The planeswalker Teferi sought out Venser’s help and used his devices to rapidly travel across Dominaria in order to close dangerous time distortions in key locations across the plane. Venser’s talent at teleportation led to his spark igniting, allowing him to travel beyond the boundaries of Dominaria. It set Venser on the path to achieving his destiny as the first of a new breed of planeswalker.[/spoiler]




Vraska is a Planeswalker who wields a suite of deadly spells that suit her gorgon nature. She specializes in magic that involves assassination, stealth, and petrification.


During her time on Ravnica, Vraska has provided certain dark services to the Golgari guild. Her magic helps her track her chosen mark through the fungus-choked tunnels of the undercity, allows her to destroy her victims quietly, and when necessary, lets her summon shadowy killers to do her dirty work for her. The Golgari see her as a useful enigma, a shadowy death specialist who only responds to the jobs she wants, and who requests strange favors and obscure trophies in return. Vraska stays largely out of the guild politics on Ravnica and seems to care little for the inner workings of the Golgari Swarm. She gets the job done and departs again, not to be seen until there's another mission that interests her.

Vraska's power is clear, but her true motivations are a mystery, even to other gorgons. Unknown to the Golgari Swarm, she spends a significant portion of her time on planes other than Ravnica, using her death-dealing operations to build experience. She also gathers souvenirs of her journeys, slowly adding to her collections of trophies and petrified victims across many worlds.[/spoiler]

  • Jiraffe, AnthonyLet, GeraldBic and 1 other like this

#1633 Assassins

Posted by Guest on 14 May 2013 - 01:45 PM

Hello, ummm yea this is my first time using this. But I am very experience in YuGiOh card making so i'm starting to do Magic now. Please inform me if you like them or if i made a mistake or if they're too imbalanced, I will have more cards than these two but just tell me how they are, oh and for copyright purposes, these cards are purely from Google Images. Hope you like them c:
Attached File  Altaïr Ibn-La'Ahad.jpg   32.94KB   0 downloadsAttached File  Animus Glitch.jpg   24.08KB   0 downloadsAttached File  Apple of Eden(new).jpg   32.44KB   0 downloadsAttached File  Assassin's Ambush(new).jpg   27.92KB   0 downloadsAttached File  Assassinate (instant).jpg   32.77KB   0 downloadsAttached File  Masyaf Assassin (male).jpg   27.77KB   0 downloadsAttached File  Masyaf Assassin (female).jpg   26.77KB   0 downloadsAttached File  Welcome to the Brotherhood (new).jpg   32.06KB   0 downloadsAttached File  Animus Glitch.jpg   24.08KB   0 downloadsAttached File  Assassin's Cemetary.jpg   28.87KB   0 downloadsAttached File  Ezio Auditore Da Firenze.jpg   33.93KB   0 downloadsAttached File  Ezio Auditore Da Firenze (2).jpg   35.27KB   0 downloadsAttached File  Masyaf (land).jpg   28.93KB   0 downloadsAttached File  The Brotherhood.jpg   33.05KB   0 downloadsAttached File  Hidden Blade.jpg   31.5KB   0 downloadsAttached File  Leap of Faith.jpg   31.85KB   0 downloads

  • Krieg of Keld, ubk8751, Diablerie and 1 other like this

#1480 Saving Cards?

Posted by Guest on 25 April 2013 - 03:18 PM

Any word on when we will be able to save cards? I like the card maker, but without saving, and with the whole "attachment" way of posting the cards it becomes tedious and annoying when you realize you've made a mistake in a card and have to completely recreate it.

  • KingJohnboi619, CA20, Sedrik-the-Blue and 1 other like this

#1231 Glacial Malphite chalk drawing

Posted by Guest on 27 March 2013 - 12:23 PM



[spoiler=original art]




Took me 4 hours and an entire half-season of Breaking Bad to color this in.

  • Genjutsu ^^, Phase, ChilledFire99 and 1 other like this

#7983 Kaledon The antiplaneswalker planes

Posted by Sertar on 04 July 2014 - 02:00 AM

I started to become realy interested in the lore of mtg and i tryed to create this little set. if you guys think i should never try to add or follow the real lore tell me ill never try again XD

  • Aztegio, Proabis and Brezovsky_adam like this

#7628 The Making's of a Fantasy Cube (Daily Update) #1

Posted by Aztegio on 12 June 2014 - 04:07 AM

Hey there Good Peoples of the Forum.



Not all cards are here since im out of space here is a Dropbox link: https://www.dropbox....Q_tjVywYQXq9oa

The link above is updated almost 5 times daily so if you want to see em first they will be there.


I am in the processes of making a fantasy cube and i really like some feedback or crazy idea's. Keep in mind that the Cube format is casual and that cards can be stronger for the sole reason theres only 1 of each and decks are never counstructed. There for the cards dont have to match standart magic, but just match each other.


The Cube have now been upped a bit, we are making a program that generate boosters so now we can play it drafty but we programed the drafter to only let each Rares and Mythic appear once per draft but common and uncommon can come up multiple times.


Hope you like some of the idea's and come with some of your own.


Regards Aztegio.


This post is updated, Daily.

Updated: 13-06-2014 *Vanguard Inquisitor* Have a Tap Added to its Ability.

Updated: 16-06-2014 *Spelling Error's and Wording fixes.

Updated: 18-06-2014 *Asisa Crowler had its toughness scaled down from 10 to 7 making it easy to shot, to keep its effect as a wall it have been given first strike* (Thank you Chaoscal)

Updated: 19-06-2014 *Lord of Glastheim have been changed, to fit his bill now you must sacrifice a land instead of discarding a card.

Updated: 17-07-2014 *Yeah everything is deleted but its still in the link now i can upload new stuff again :D


14-07-2014 - 15-07-2014:

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God guys are you choking on barbarians by now?



Had enough Barbarians? choke on Tribal Merfolk!

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A bit of Mono Black to the Vampire Front.



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Guys I'm running out of space! How can i keep posting when the space on all my posts is just about used up?

So here is a Dropbox Link: https://www.dropbox....kQ_tjVywYQXq9oa

  • LordStormWinter, Helven and Matthew Exline like this

#46 Rep issue.

Posted by Night on 02 February 2013 - 08:46 PM

You've probably noticed by now that you can 'like' your own posts, I'd say that's in need of revision.

  • Night, Legend Zero and Phase like this

#7978 The Making's of a Fantasy Cube (Daily Update) #1

Posted by chaoscal on 03 July 2014 - 07:14 PM

aztegio I too offer my services as a mechanic creator. I'm sure the mechanics I have previously created speak for themselves. I will also be willing to colab with you HH as with that set were going to make to help aztegio

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#7864 Color Contest

Posted by Commandant on 27 June 2014 - 04:05 AM

As the theme is colour, here is a colourshifted Khalni Hydra.



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#7629 The Making's of a Fantasy Cube (Daily Update) #1

Posted by Savageman11 on 12 June 2014 - 01:56 PM

I love this deck :)

  • Aztegio and LordStormWinter like this

#7438 Grimrot Blackbane

Posted by Guest on 13 May 2014 - 02:44 PM

Woah there, Captain! Stop punching yourself (and me, for that matter) with the toxic broom of anger! This  tirade of yours filled with "InvalidInvalidInvalidBiasedMoronic" is not only very harsh, but also just full of factual errors.

First of all: What the hell man?! Calm down. Seriously, I'm happy that this forum rarely has members reacting as aggressive as yourself.

Also: "Biased"? For real? English is not my first language, but does this word even remotely fit here? My criticism on your card was not biased, or even meant to be offensive; I just listed some general mistakes you made in the design process of your card; It lacks flavor, it just breaks with the syntax of MtG (Which is a BAD thing, cards are not necessarily more "creative", just because they are featuring odd design choices), and most importantly:

It is basically the same Legendary Demon we've always seen, above average/high manacost, black or red aligned, some kind of drawback for which you usually don't care, because that demon is super strong; It is nothing new, not even in the slightest regard.


Let's look at the details:

New cardtypes are not added all the time, except for new races etc (but that's rare). Anyway, you might add as many number of custom creaturetypes as you desire (obviously), yet, anyone looking at your cards can decide whether he likes your addition to the game; Putting the card's faction in the types, is a genuine bad idea. You don't have the types Orzhov, Akraoan, or Jund etc.

Only because there are red and/or black cards with vigilance, it doesn't become a viable mechanic for the colors. There is NO FLAVOR AT ALL in the connection of Grimrot and Vigilance, nothing in its mechanics (or even its artwork) that makes Vigilance in anyway stand out as a remarkable trait of this character.


So. I calmed down (don't know about you, maybe you will soon honor me with a furious answer, calling out all of MY mistakes; I'm looking forward to it).

Maybe I'll go and play some Don't Starve now. You know this game? it's bananas!

  • Ikatsui and MTGsmithy like this

#7426 Legendary artifacts

Posted by Sertar on 12 May 2014 - 01:13 PM

There you go hope you like it  



  • Lolilord and monarch111 like this

#7422 Erza Scarlet

Posted by Tempest x Crow on 12 May 2014 - 09:16 AM

Erza Scarlet from Fairy Tail! :)

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  • monarch111 and willsmags like this

#7388 Is this R/W Angel Balanced?

Posted by Guest on 09 May 2014 - 12:07 PM

It's not a well known fact, but a common misconception. Angels are not female, they are genderless constructs, living creatures created by various superior beings. They are genderless, but usually take a physical form representing their alignment/mentality/powers, as well as their tasks. Since nearly all angels are associated with white mana and serve as guardians, protectors, and emissaries, beacons of order and hope, it is only natural for them to be given and/or choose a female physique, since this is (usually) the most direct symbolism you can associate them with. But if you want to, you can give them beards and horns in whatever quantity you desire; That's one of the greater assets of character design: Bearded Angelic Lumberjacks.

  • Spaceman and monarch111 like this

#7096 Planeswalker with two abilities

Posted by Commandant on 05 April 2014 - 06:09 AM



Meztli once had a very different form. This version is the result of ripping the spark from the rest of him/her, and infusing it with mana, in an attempt to recreate a pre-Mending spark. What resulted was a mere shadow of the former Meztli, lacking both its former power, and true sentience.


Not entirely sure as to how to balance it.

  • TheCrazyAsylum and chaoscal like this

#107708 Problem with Image Uploading

Posted by Papik81 on 11 August 2019 - 04:15 AM

I have noticed the upload can be used to make a card only if user is NOT signed in.

  • Rawwwl and All_zebest like this

#106934 Made a couple of cards and mechanics and want to continue making more

Posted by ES.Marcus on 01 October 2016 - 01:32 PM

These are just some cards I thought would be fun to play with and some cool mechanics I thought would be nice.  Please let me know what you think of the cards and the abilities   :)


All art is not owned or created by me.  Just placeholder to give you an idea of the character/effect.


Any suggestions for flavor text is appreciated as well to build lore for the cards as well :D


(Also I recently changed Lich Lord's ability to also "enslave" the creature)

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  • leon_99 and Gogoman321 like this

#106879 Shadows of Derethia

Posted by Axelcross on 07 April 2016 - 10:09 AM

So I'm starting a 925 card set called Shadows of Derethia. These are the thirty five cards.
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  • GooglyEyes and tank1995 like this

#106812 Brightsteel Angel Mindless Horseman and many more!

Posted by Sertar on 29 January 2016 - 11:37 PM

Here again with new cards (i dont know what to write here expect that line im so sorry)

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  • orangedoom13 and Riow Hatake like this

#106378 [BFZ] Ugin's Insight

Posted by Gadjiltron on 16 September 2015 - 06:12 AM



Ugin's Insight



Scry X, where X is the highest CMC among permanents you control, then draw 3.


You might be inclined to compare it with Rush of Knowledge or Interpret the Signs.


Rush of Knowledge loses value if you don't have any high-CMC permanents.

Interpret the Signs is prone to whiffing if you have terrible luck with lands.

  • chaoscal and General Llama like this

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