"Even experienced planeswalkers cannot easily predict how the paths between planes will form and change. Some areas of Dominia remain in the same configuration for ages, and the paths that bind them shift only slightly. Others are in constant turmoil, making walking between worlds perilous. Some times a set of planes will crystallize, like sandstone on the beach; in these cases, travel between the united planes stabilizes, but the entire region may shift in relation to the rest of Dominia." — Richard Garfield, Magic: The Gathering Pocket Players' Guide
"Dominia is a multiverse of constant change and unorthodox challenges. Worlds spin, planes shift, and realities collide more often than you or I blink our eyes. In an infinite multiverse of unguessable possibility and unending change, what is the most precious commodity to those who understand the nature of Dominia?
Stability." — John Tynes
Come join me at No Goblins Allowed
Because frankly, being here depresses me these days.
Because frankly, being here depresses me these days.
However, I'm puzzled by the example given on the website. After they move to Tolaria West only two planes are revealed. Why isn't a plane placed on the right of Tolaria at this point ? Can somebody help me with that ?
I've looked through the gatherer list a bunch of times what is the plane he was talking about turtling on just before he went to sokenzan.
I'm excited to give this variation a try.
the article says:"Before taking mulligans, shuffle one of each plane into a deck and deal out five as below. Place a counter on the middle plane, which is where the game will start."and"Counters remain on planes until they are removed from the map by moving more than three steps away."however, i can't find where it ever states what these counters are for.
The two references to counters are different.The first counter is a "you are here" marker, so you know which plane you are on (as in this variant several will be face up)The second counter referred to is for cards such as Naar Isle which have their own counters, so this means the counters will stay while this plane is faceup (even though you may not be on that particular plane at the time)
I had a hard time figuring out the rules of "The Eternities Map" when reading the article "The Eternities map" (www.wizards.com/Magic/Magazine/Article.a...). The text was clearly written - no problem there - but when reading the article, I kept staring at the 5th illustration (the one with the red crosses and the purple/pink arrow on it), and going back and forth between that illustration and the part where it reads "Whenever the game moves to a new plane, first collect and shuffle into the deck any planes more than 3 steps away from the new location. Leave the rest in place and deal out planes into any blanks around the new plane.". After multiple readings, for a brief moment, I even thought I was going insane…
It was only after watching the video in the article, that I knew I was right: there is indeed a plane missing in that illustration. Based upon the video, that plane is called "Sanctum of Serra" and it should be placed right to "Academy of Tolaria West" and underneath "Otaria", where there is a blank now. Only with that extra plane in place, the above rule text text would make perfect sense.
Note for the author (Gavin Duggan): can you please doublecheck this, and correct the illustration accordingly, If I'm right?
Thanks in advance.
Eternities Map rules ported to PDF:catpages.nwmissouri.edu/m/lindsey/pdf/et...
58086748 wrote:58335208 wrote:Disregard women acquire chase rares. There are a lot of dudes for whom this is not optional.
58335208 wrote:Disregard women acquire chase rares.
97820278 wrote:144532521 wrote:How;s a 2 drop 1/2, Flying broken? What am I missing?
You're missing it because *turns Storm Crows sideways* all your base are belong to Chuck Norris and every other overused meme ever.
144532521 wrote:How;s a 2 drop 1/2, Flying broken? What am I missing?
What do you mean, ""?
I bought the four planechase decks a few weeks ago, and have now got 4 of the 5 promo planes too. Was looking for a social variation of magic for some of our draft group which is generally tournament oriented.I'm loving it! I think the eternities variation is brilliant!! I have no problems with the power of having 4 directions to choose from (the game is supposed to be swingy), and love hellride.Is there a forum for customising decks to use with planechase. Of the four precon decks the artifact deck seems very underpowered - too slow etc. Has anyone done anything to spice this up? The Zombies deck seems strongest so far.Anyway, congrats to all at Wizards involved in desiging this format/decks and I look forward to further planes etc.Has anyone tried using any other precon decks with planechase?
Thanks for the suggestions Rockshard. I've got the Kamigawa cards, so I'll definitely look at adding the kite and divining top... the hondens i'm not sure about... they're a lot of fun, but I think you'd need multiples and this probably turns the deck too much away from enchantments.Would definitely be interested in seeing your decklists. I think I'll mostly play in 3-4 player variants... has anyone played with more? If so, with multiples of the precon planechase decks or with others?
I always thought it was indicitive of a poor design choice that no one played Plane Chase in the way it was originally intended. I've seen several groups that play Planechase regularly, and they all use the single pile in the center.
Anybody know how to adress the Phenomenon that are coming out in june?
X X S XX S X S X X S X X
"Whenever you Planeswalk, exile all nonland permanents you own. All permanents you control return totheir owners' control. Return any number cards exiled this way to the battlefield under your control. Allother cards not returned to the battlefield this way are put into their owner's graveyard."
In the event of Planeswalking to a Phenomenon, the action is performed across the entire multiverse, then after resolution, the Plane is exiled (each Phenomenon will only occur once per game), then a new Plane is placed in your current location as if you used a Hellride. This will count as Planeswalking again. The biggest change to the original Eternities Map is that you can only target something within the Plane you are currently in, and can only attack other Planeswalkers in your Plane. Likewise, cards can only see other cards within the Plane (so a [C]Clone[/C] can only select another card in play within that Plane). In other words, there can be multiple battlefields, but cards can only see the battlefield you are in; also, an opponent that is not in your Plane does not exist.
"At the beginning of your upkeep, you may Planeswalk to any face-up Plane adjacent to the currentPlane you are in. End the turn. Skip your next turn. (Exile all spells and abilities on the stack. Discarddown to your maximum hand size. Damage wears off, and 'this turn' and 'until end of turn' effectsend.)"
"At the beginning of your upkeep, replace any empty locations directly adjacent to the Plane youare currently in with a new Plane from the Planar deck. If the Planar deck runs out of Planes,shuffle the Planes from the discard pile, and continue replacing Planes."