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MtG: Shards of Alara (10/40)

Posted: Fri Dec 16, 2011 7:23 pm
by DoomYoshi
UPDATE: This tournament, originally planned for a contest has now got Bronze in that contest. If it fills and we play it, I get a medal.
Settings Clarification
Better Introduction of Settings. There has been some confusion as to what settings are allowed, and what aren't. So I am here to clarify.

In round 1, the shards do not touch so the only settings you are allowed are the ones from the shard.
For example: Bant is only allowed flat rate, sunny, unlimited

In round 2, the shards each touch their neighbours. The order of shards is Bant - Esper - Grixis - Jund - Naya - Bant.
For example, Bant is now allowed all the settings from Bant, as well as the settings from Esper and the settings from Naya.
So, any combination of the following is allowed: Flat rate or escalating, sunny, unlimited, chained or adjacent.

In round 3, all shards are together, and all settings are allowed.

For clarification, here are the allowed round 2 setups:

Bant
Allowed:Flat rate or escalating, sunny, unlimited, chained or adjacent
Not allowed:no spoils, nuclear, foggy

Esper
Allowed: Flat rate or no spoils, sunny or foggy, unlimited or chained
Not allowed: Nuclear or Escalating, Adjacent

Grixis
Allowed: No spoils, flat rate, nuclear, sunny, foggy, chained, adjacent
Not allowed: Escalating or Unlimited

Jund
Allowed: Nuclear, no spoils, escalating, sunny, foggy, adjacent, chained
Not allowed: Flat rate, Unlimited

Naya
Allowed:Escalating, nuclear, flat rate, sunny, foggy, adjacent, unlimited
Not allowed: No spoils, Chained
PREMIUM ONLY

QUICK PLAY RULES:

You need to post:
1Your home map (you can pick a different one for 8, 5 and 3 player games)
2A home shard
  1. Bant: Flat Rate, Sunny, Unlimited
  2. Esper: Flat Rate, Sunny, Chained
  3. Grixis: No Spoils, Foggy, Chained
  4. Jund: Nuclear, Foggy, Adjacent
  5. Naya: Escalating, Sunny, Adjacent
3 A Home Nation (not absolutely necessary, just for flavor)
4 Settings for phase 2 and 3, read below for more information

All games are sequential, automatic and have a round limit of 50 Turns.

Now, for the meatier stuff:

Welcome to Alara
Alara is known as a split plane. Nobody is quite sure what happened, but there are some ideas...
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Let us Explore the
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GRIXIS
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Grixis is an ancient word meaning traitor. The land of Grixis is a vast wasteland. As such, patience will not help growth (no spoils). There is some water, so things can move around (chained) but it is overall very dark (foggy).

The Tribes of Grixis:
  • DEMONS
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    For a long time you have ruled over Grixis with an iron fist. However, your power is starting to wane. Can you fight to uphold your position?
  • HORRORS
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    Nobody is quite sure what you are. Nobody is quite sure what you want. Nobody is quite sure how to fight you. Everybody is quite sure to stay as far away as possible.
  • VAMPIRES
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    While once you were human, now you only prey. Your power is limited only by a dwindling supply of fresh meat.
  • OGRES
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    Who says you have to be alive to take over the shard? Your power is so great that it has followed you into undeath, and now you are ready to take revenge on those who brought you to this state.
  • THE HIVE
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    In terms of sheer numbers, you are the largest faction anywhere in the shards. In terms of sheer intelligence...
  • ZOMBIES
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    You exist solely to mindlessly attack. For you, suicide isn't an option - it's mandatory. Your presence ensures that Grixis remains a living H---. I do not endorse suiciding in any game, especially not in this tournament.
  • NECROMANCERS
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    Usually, you create undead. Can you create a kingdom? Usually you control undead...
  • ???
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    You lurk in every shadow, in all the dark corners of every maniacal mind. You thrive on screaming and suffering. Is it your time?


BANT
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Bant is a land of beauty, with fertile ground best suited for large nations and large scale warfare. Agriculture provides fairly predictable but still weather-dependent rewards (flat rate). Sight lines are good (sunny) and there is a large, well-maintained road system (unlimited).

The Tribes of Bant
  • AKRASA
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    Loyalty, Honour and Bravery - The three pillars that have upheld the 'Sea of Grass'. Will they be enough to last you into the upcoming battles?
  • EOS
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    Some claim the caste system on Bant is evil. You know that it is one of the strengths of your society, and enables you to become a powerful contender in the upcoming trials.
  • TOPA
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    Long ago, you realized that social mobility was the answer to a rich and powerful society. Unfortunately, the desert you live in doesn't lead to much prosperity. As your ascetics travel around Bant though, your message will spread. So too will your influence.
  • JHESS
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    As an island nation, you are constantly balancing the desire for security and the desire for trade. The desire for watchfulness and the desire for...
  • VALERON
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    The forests of your nation may seem unusual in Bant. However, they create a defensible position, and a source of wealth, mostly accepted by your 12 noble families.
  • ANGELS
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    Theoretically the angels have always been in charge. For some reason, the nations of the shard have decided to go to war without consulting you first. Is it time to get biblical?
  • AVEN
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    Although your numbers are small, the tactical advantage you provide has made the most sought-out mercenaries on Bant. Now is your time to stake a claim for yourself in the zeitgeist of the shard.
  • RHOX
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    Who says you can't be noble while also being badass? Get ready to party, boys!


NAYA
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Naya is a land of endless forests, filled with creatures that also seem to be endless and the tribes that worship them. Rumour has it that somewhere in the forest is the Hydra-God Progenitus, Progenitor of All. Things get big in this forest - really big, so the spoils are escalating. Lots of sunshine is required to fuel this constant growth (so no fog), but that makes movement very slow (adjacent).

The Tribes of Naya
  • DRUMHUNTERS
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    You are suited to survival in the jungle through your hunting prowess. Using an advanced system of communication by drumming, you present a threat to most other tribes.
  • EXUBERANTS
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    You celebrate life to the fullest. While your hedonistic ways are perceived by some as irresponsible, you are still prepared for war. Through the use of aerial tactics, and defensible ziggurats, no tribe will have an easy time defeating you.
  • CYLIAN
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    The Cylians have long been the dominant tribe of Naya. With your combination of a large, complex society and powerful magic, you are the favourite to continue dominance over Naya.
  • KEEPERS
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    You are a subsect of the Cylians. For years, they have worshipped the anima. You worship Progenitus, for you know that soon it will return and lead you to the dominance of Naya that you deserve.
  • WILD
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    While your society has been considered chaotic, you certainly possess the greatest physical advantage in the forest. Your only trick will be to band together long enough to achieve victory.
  • CLOUD
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    Also known as the Qasali, you are the ancient society of Nacatl. Long ago you lived in absolute splendor with your now wild brethren. From your hideout in the mountains, you have not forgotten the glory days though, and will soon shine again.
  • BEHEMOTHS
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    While not so much of a society, you are clearly the dominant force. What the small creatures don`t understand is that when you are banded together, you are nigh unstoppable.
  • MINOTAURS
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    Ask the average Nayan citizen and they will deny that Minotaurs exist on the shard. You are there, though, and ready to join the fray and make sure you are never forgotten again.


ESPER
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Esper is primarily an ocean covered shard. It is unique in that most of the inhabitants have modified themselves by crafting their own bodies with Etherium, a powerful alloy. Since physical strength is mostly crafted, mental capacity is truly where the competition is. Wizards of various types constantly compete against each other for control in this shard. Studying will reveal mostly predictable rewards (flat rate). The sight lines are great (sunny) and the wide ocean promotes lots of trade (chained).

The Tribes of Esper
  • ETHERSWORN
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    If you have your way, the entire shard will be converted to Etherium creatures and no organic beings will remain. Then, and only then, will you have the power to rule them all.
  • SEEKERS
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    The Seekers of Carmot possess the Codex Etherium, which will allow the creation of more etherium using Carmot and Sangrite. If your plans come to fruition, you will finally be able to destroy the ethersworn.
  • FILIGREE
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    You follow the codes of the Book of Filigree. Some call you a cult, others call you insane. What you most certainly are is a force for law and a force for truth.
  • CLOUDHEATH
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    The plains of Cloudheath are occupied by quite a few creatures. While historically nobody has united the plains, it seems that you are willing to, in order to challenge the world order.
  • VECTIS
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    Vectis is known as the dark shadow of Esper. Magic here is used sparsely, and traditional techniques of destruction are favoured. Techniques such as torture and assassination.
  • SPHINX
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    You were the race which discovered the Etherium alloy. Since then, you have devoted your time to study and left the other citizens of the shard to their own affairs. Until now.
  • LEVIATHANS
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    As the only organic race left on the shard, you certainly have an unusual advantage in the power struggle. Unfortunately, you are stuck in the water, at least, for 500 metres or so.
  • PUPPETMASTERS
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    You create homunculi to do chores. You create homunculi to attack. Most importantly, you create homunculi so others know that you are better than they are.


JUND
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Jund is a land filled with volcanoes. As awesome as this may sound, life is actually pretty difficult on Jund. Since war is a constant though, the coming battles are nothing new, and everyone is used to it. What is different this time is the scale of the combat. Jund is known for it's destruction (nuclear). Also, sight lines and movement are both hampered by the mountains (adjacent and foggy).

The Tribes of Jund
  • THUNDER
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    You are the Viashino Thrash known for respecting power. The weakest members know they will be sacrificied at a moment's notice if the elder thinks it will give a strategic advantage.
  • CARRION
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    You have evolved to not only survive on carrion, but to thrive on it. This adaptation certainly gives you an edge over the other VIashino Thrashes.
  • THORN
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    You are the luckiest Viashino Thrash in that you are from the forest. This gives you a total resource advantage, over not only the other Viashino, but over all the other races.
  • HUMANS
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    While the other races are more suited to the harsh environment, you have proven to be resourceful. Also, of all the Jund tribes, you have the most stable government, although that isn't saying much.
  • OOZE
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    While not exactly sentient, your ability to feed is unmatched in all the shards. Will your exponential growth continue indefinitely or will it drop off sharply?
  • ELEMENTALS
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    You inhabit everywhere, and nowhere all at once. When you are manifested, it becomes truly scary. The greatest thing about the Elemental Alliance is that you always have home-court advantage.
  • DRAGONS
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    You are the most dominant force in this shard. 'Nuff said.
  • GOBLINS
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    Historically, you have been pressed into servitude for the other races and have served, alternately, as dragon food, dragon fodder, dragon worshipper etc... Now is it your time to shine?

Rules
Phase one:
The Shards of Alara
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During this phase, one game is played on everyone's home setting in every shard. So there are 8 games played by everybody. The games will be handed out 2 at a time.

Phase Two:
Conflux
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The Shards are coming closer and closer to each other, now they are almost touching, and the consequences are disastrous.

Now every player will play in 3 games. One in their home map against two players from neighbouring shards (the player list will be randomized when this phase starts). Also, they will play in 2 away maps in other players' home maps. For reference, the neighbouring shards are Bant - Esper - Grixis - Jund - Naya - Bant. (It's a loop). The settings can be changed to any setting from your shard or any setting from a neighbouring shard.

Phase Three:
Alara Reborn
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The Shards are together now. Total war breaks out across the plane.

Once again player lists are randomized. Each player now plays in 5 5-player games, one on each person's home map who they have been randomly grouped with. The groups will include one player from each home shard. In this phase, settings can be from any shard. Games will be handed out in a group of 2, followed by a group of 3.

Whoever has the most wins is the winner of the tournament. In the case of a tie, tiebreaker games will take place. One game on each player's home map and settings, followed by a random map, random game setting.
Players and Maps
8-Player Map 5-Player Map (and settings) 3-Player Map (and settings)

Grixis
  1. Demons
  2. Horrors
  3. Vampires
  4. Ogres
  5. The Hive
  6. Zombies traffic133 eastern empires route 66
  7. Necromancers rjhankey USA Arms Race NFC USA NFC
  8. ???
Bant
  1. Akrasa
  2. Eos
  3. Topa
  4. Jhess
  5. Valeron Dukasaur Roarke's Drift Clandemonium FSC Conquer Rome FFC
  6. Aven plurple New World (EUF)
  7. Rhox
Naya
  1. Drumhunters
  2. Exuberants
  3. Cylian Mr. CD Antarctica Age of Realms 2: Magic NUF Cricket NSCF
  4. Keepers
  5. Wild
  6. Cloud
  7. Behemoths
  8. Minotaurs
Esper
  1. Ethersworn
  2. Seekers
  3. Filigree
  4. Cloudheath djeris 8 thoughts siege High Seas
  5. Vectis
  6. Sphinx
  7. Leviathans Fuzzy316 Doodle Earth FCS FCFECF
  8. Puppetmasters J_Indr Middle Ages Conquer Rome (NS,C,F) Stalingrad (NAF)
Jund
  1. Thunder
  2. Carrion
  3. Thorn
  4. Humans LeverPuller Chinese Checkers Antarctica Madagascar
  5. Ooze
  6. Elementals
  7. Dragons denominator Clandemonium First Nations Americas Poison Rome
  8. Goblins

Re: MtG: Shards of Alara (0/40)

Posted: Fri Dec 16, 2011 7:23 pm
by DoomYoshi
Reserved for ???

Re: MtG: Shards of Alara (0/40)

Posted: Fri Dec 16, 2011 8:03 pm
by plurple
in pls if i have this correct i need to post:

all phases
new world escalating unlimited foggy.

i am a horror from bant just to be different

Re: MtG: Shards of Alara (0/40)

Posted: Fri Dec 16, 2011 9:31 pm
by DoomYoshi
plurple wrote:in pls if i have this correct i need to post:

all phases
new world escalating unlimited foggy.

i am a horror from bant just to be different
Ok, the map choice is absolutely correct. The horrors are from Grixis and unfortunately can't cross over. You need to choose between Bant or Grixis.

Re: MtG: Shards of Alara (0/40)

Posted: Sat Dec 17, 2011 4:38 pm
by J_Indr
Puppetmasters form Esper, please :-)

8 players - Middle Ages
5 players - Conquer Rome (Grixis)
3 players - Stalingrad (Jund)

Re: MtG: Shards of Alara (0/40)

Posted: Sun Dec 18, 2011 6:17 am
by mr. CD
Grixis - Vampires

3 players: Cricket
5 and 8 players: AoR II

Re: MtG: Shards of Alara (3/40)

Posted: Tue Dec 20, 2011 8:10 am
by djeris
esper, cloudheath
8 - 8 thoughts
5 - siege
3 - high seas

phase 2 same
phase 3 naya

rockin' story set-up.

Re: MtG: Shards of Alara (4/40)

Posted: Sat Dec 24, 2011 11:46 pm
by Leverpuller
Great story! =D>
I'll play....and stay Human..in Jund.

8 players - Chinese Checkers
5 players - Antarctica
3 players - Madagascar

Re: MtG: Shards of Alara (4/40)

Posted: Sun Jan 01, 2012 5:04 am
by traffic133
in please Zombies eastern empires auto unlim foggy flat,route 66 auto unlim foggy flat

Re: MtG: Shards of Alara (4/40)

Posted: Sun Jan 01, 2012 11:52 pm
by Fuzzy316
Think this is correct for settings...

1 Home Map: Doodle Earth
2 Esper: Leviathans

3 Home Nation (Kamino)
4 Settings for phase 2: Doodle earth, Flat, chained, sunny
Phase 3: Classic, Flat, chained, Foggy

Re: MtG: Shards of Alara (4/40)

Posted: Mon Jan 02, 2012 3:16 am
by Dukasaur
I'm signing up for this, but I've been too busy to plan out my maps. Will edit in later.

Re: MtG: Shards of Alara (0/40)

Posted: Tue Jan 03, 2012 4:35 am
by mr. CD
mr. CD wrote:Grixis - Vampires

3 players: Cricket
5 and 8 players: AoR II
Since AoR II isn't playable with 8 players:
Antarctica

Meh, this is hard
If I'm correct first round are 8-player games, second round 5 and 3rd round 3?
In that case I'd like to change to this:
Naya - Cylian
Antarctica - Auto, seq, escalating, adjacent, sunny (8 players)
AoR II - Auto, seq, nuclear, unlimited, foggy (5 players)
Cricket - Auto, seq, no spoils, chained, foggy (3 players)

Re: MtG: Shards of Alara (8/40)

Posted: Tue Jan 03, 2012 5:44 am
by plurple
can i be an aven insted please.

Re: MtG: Shards of Alara (8/40)

Posted: Wed Jan 04, 2012 2:15 pm
by denominator
Congrats on the medal. I definitely want in but don't have the time to think out my maps and everything at the moment. I will get back to you when I have some time to read everything in detail and will pick maps.

Re: MtG: Shards of Alara (8/40)

Posted: Mon Jan 09, 2012 10:59 pm
by Dukasaur
denominator wrote:Congrats on the medal. I definitely want in but don't have the time to think out my maps and everything at the moment. I will get back to you when I have some time to read everything in detail and will pick maps.
That's what I said...:)

Re: MtG: Shards of Alara (8/40)

Posted: Tue Jan 10, 2012 1:21 am
by denominator
Dukasaur wrote:
denominator wrote:Congrats on the medal. I definitely want in but don't have the time to think out my maps and everything at the moment. I will get back to you when I have some time to read everything in detail and will pick maps.
That's what I said...:)
Dammit! You're supposed to bump this and remind me when I actually do have time to pick maps, not when I should be studying...

Re: MtG: Shards of Alara (8/40)

Posted: Thu Jan 12, 2012 10:36 am
by Dukasaur
denominator wrote:
Dukasaur wrote:
denominator wrote:Congrats on the medal. I definitely want in but don't have the time to think out my maps and everything at the moment. I will get back to you when I have some time to read everything in detail and will pick maps.
That's what I said...:)
Dammit! You're supposed to bump this and remind me when I actually do have time to pick maps, not when I should be studying...
Don't lie... you weren't planning on studying anyway...:)

Re: MtG: Shards of Alara (8/40)

Posted: Thu Jan 12, 2012 5:05 pm
by denominator
Dukasaur wrote:
denominator wrote:
Dukasaur wrote:
denominator wrote:Congrats on the medal. I definitely want in but don't have the time to think out my maps and everything at the moment. I will get back to you when I have some time to read everything in detail and will pick maps.
That's what I said...:)
Dammit! You're supposed to bump this and remind me when I actually do have time to pick maps, not when I should be studying...
Don't lie... you weren't planning on studying anyway...:)
It's still early in the term, so I still believe that studying will help me. ;)

Re: MtG: Shards of Alara (9/40)

Posted: Fri Jan 13, 2012 2:29 pm
by rjhankey
Count me in please!

8-player: USA, no spoils, foggy, chained
3-player: Arms Race, nuclear, foggy, chained
5-player: USA, nuclear, foggy, chained

The Necromancers of Grixis

Re: MtG: Shards of Alara (9/40)

Posted: Fri Jan 13, 2012 7:07 pm
by denominator
Okay, finally got all that read and I think I understand. Definitely still in:

1Your home map: 3 players [Poison Rome], 5 players [First Nations Americas], 8 players [Clandemonium]
2A home shard: Jund
3 A Home Nation: Dragons
4 Settings for phase 2 and 3: Same as for Round 1

Let me know if I got everything right. If not, I can adjust.

Re: MtG: Shards of Alara (4/40)

Posted: Sun Jan 15, 2012 1:46 am
by Dukasaur
Dukasaur wrote:I'm signing up for this, but I've been too busy to plan out my maps. Will edit in later.
Ok, from the shard of Bant, I will play the Valeron, who have the coolest-looking armour! :)

3-player map: Conquer Rome
5-player map: Clandemonium
8-player map: Roarke's Drift

Round 2 settings: Flat Rate Sunny Chained
Round 3 settings: Flat Rate Foggy Chained

Re: MtG: Shards of Alara (9/40)

Posted: Mon Jan 16, 2012 6:08 am
by DoomYoshi
These settings are all correct. You will be input soon

Re: MtG: Shards of Alara (10/40)

Posted: Fri Jan 20, 2012 5:41 pm
by Triple 6
in please,

all phases
waterloo escalating unlimited sunny.

Re: MtG: Shards of Alara (10/40)

Posted: Fri Jan 20, 2012 6:51 pm
by Night Strike
This tournament has not started in the allotted time and has been canceled.