Post by jhklauk on Mar 16, 2011 18:03:59 GMT -6
The Mirrans put all their energy into sealing the many hidden gates. The boldness of this action and has taken the Phyrexian Praetors and their legions by suprise. How did the Mirrans even know of these ancient hidden secrest they had to pay so much blood and souls to learn of?!
Still, the gate that mattered the most was not to be shut, and though they had to fall back to aid their minions, it has only delayed the inevitable. NOW, Phyrexia will pour forth into all the realms. The Praetors lead the push back out into the realm proper. The Mirran Champions and their lieutenants manuever to stunt the incursion, but it is now apparent to them that the best they can hope for is to lead the Phyrexian armies to the strongholds that are preparing for their last stands. Each major realm in Mirrodin will soon be under major seige, but for know, it is one relentless skirmish after another.
This week is a skirmish week. Each player may play up to 3 skirmish games that count toward their League points. In addition, if any player is missing any Skirmish games they could have played in the first 3 weeks, they may make them up this week, and this week only if they can find willing opponents. If the skirmish game is made up vs a member of their faction, they only receive 2 points for a win instead of 3. If the skirmish game is mad up vs a member of the opposing faction, they receive 3 points for a win, but their opponent wins 2 War Badges if they win, and 1 War Badge if they lose.
Phyrexia has the current momentum as the War pours forth. This week, for each game a Phyrexian player plays against an oppossing faction player they may choose one of the following prior to rolling the die for the game:
1 - If your opponent has more League Points than you, you may get 4 League points for winning the game or 2 if you lose or tie the game.
2- You may win the die roll automatically at the beginning of the game.
3 - You may name a card. After you draw your FIRST hand and choose to keep it, you may reveal that card if it is in your hand. If so and it is a creature, enchantment, land, or artifact then put it into play with a charge counter on it. It gains the following: Whenever a this card becomes tapped remove a charge counter from it. If at the end of the turn this card has no charge counters on it, exile it. If it is an instant or a sorcery, exile it and it has the following: Gain 2 Poison Counters, Pay 3, and Pay 4 Life - You may play this card as though it were in your hand. You may only do this once.
Players earn War Badges this week based on permanents in play. At the end of each game against an oppossing faction player, each player counts the number of permanents in play. Whoever has more earns the difference in War Badges for their faction. In addition if you double the number of permanents your opponent has in playor if your opponent concedes the game, they must reveal the top 5 cards of their library. Pick 1 of those cards. Your opponent must remove it from their League Card Pool.
Still, the gate that mattered the most was not to be shut, and though they had to fall back to aid their minions, it has only delayed the inevitable. NOW, Phyrexia will pour forth into all the realms. The Praetors lead the push back out into the realm proper. The Mirran Champions and their lieutenants manuever to stunt the incursion, but it is now apparent to them that the best they can hope for is to lead the Phyrexian armies to the strongholds that are preparing for their last stands. Each major realm in Mirrodin will soon be under major seige, but for know, it is one relentless skirmish after another.
This week is a skirmish week. Each player may play up to 3 skirmish games that count toward their League points. In addition, if any player is missing any Skirmish games they could have played in the first 3 weeks, they may make them up this week, and this week only if they can find willing opponents. If the skirmish game is made up vs a member of their faction, they only receive 2 points for a win instead of 3. If the skirmish game is mad up vs a member of the opposing faction, they receive 3 points for a win, but their opponent wins 2 War Badges if they win, and 1 War Badge if they lose.
Phyrexia has the current momentum as the War pours forth. This week, for each game a Phyrexian player plays against an oppossing faction player they may choose one of the following prior to rolling the die for the game:
1 - If your opponent has more League Points than you, you may get 4 League points for winning the game or 2 if you lose or tie the game.
2- You may win the die roll automatically at the beginning of the game.
3 - You may name a card. After you draw your FIRST hand and choose to keep it, you may reveal that card if it is in your hand. If so and it is a creature, enchantment, land, or artifact then put it into play with a charge counter on it. It gains the following: Whenever a this card becomes tapped remove a charge counter from it. If at the end of the turn this card has no charge counters on it, exile it. If it is an instant or a sorcery, exile it and it has the following: Gain 2 Poison Counters, Pay 3, and Pay 4 Life - You may play this card as though it were in your hand. You may only do this once.
Players earn War Badges this week based on permanents in play. At the end of each game against an oppossing faction player, each player counts the number of permanents in play. Whoever has more earns the difference in War Badges for their faction. In addition if you double the number of permanents your opponent has in playor if your opponent concedes the game, they must reveal the top 5 cards of their library. Pick 1 of those cards. Your opponent must remove it from their League Card Pool.