Nothing like having things all nice and rounded out, so time for some marrillian fun
first up is good ol Phelphor, After the failed invasion the m'arrillians became fairly decentralized, many of them were forced back to area's behind the doors of the deepmines, of course many marrillians still live within the lands of perim including phelphor, after spending countless years trapped in ice Phelphor is fine waiting a little longer for the marrillian's domination. He uses his abilty to move quickly across perim gathering information on all the tribes and when the time is right using his manipulation powers to weaken enemy forces or cause chaos. In the game the main thing is his second effect is just fromal way of saying you can basically rearrange all unengaged creatures in any way you choose so enjoy the chaos.
art by: Pending
Sver'koyl lives deep within the marrillian waters living a mostly isolated life she hunts for mugic and other treasure in the depths. The everchanging currents of the far out waters have taught sver'koyl to keep her powers everchanging and prepared for both offense and defense. after hearing of the doors opening and then the failed invasion sver'koyl is content with remaining isloated for the time being, however should the marrillian power ever rise again she is fully ready to take advantage of the new territory... her card's pretty simple I think just remember 0's an even number and you should be good to go.
art by Jesper Ejsing
Known mostly as "the wallbreaker" aah'terai was a khr'all of infamy during the m'arrillian invasion. His armor is tougher tougher than most khr'alls and he generally is used to charge headfirst into enemies most fortified positions, smashing walls, stomping trenches and scattering troops. His deadly techniques were used in during the attack on underworld city smashing through underworld citys most powerful artillery. when the alliance was moved to kiru city aah'terai was planned on being used to smash through the outer walls and take the city. however the alliance moved quicker than expected and so the assault went through while he was still in the underworld. After the invasions falure his infamy and inability to hide caused him to be imprisoned by the underworld, however with the rise of the lost city, the cheiftans call out to him again, and he has broken free to carry out their orders. rules notes are that "intercepting" isn't a term you see alot but its the act of using the defender ability basically you could call it "defending" if you want, but the official term is intercepting so now you know. finally hist ability applies to creatures controlled by either player, no matter which creatures begin the combat (obvious but may as well point it out).
art by Emilio J. Lopez
Latht'ruus is one of the more violent of marrillian chieftains. most chieftains prefer to remain out of combat using either kha'ralls or minions to do the dirty work. however chieftain on chieftain fights for superiority are fairly common in psi-koom city and few would dare challenge latht'ruus. His mighty strength makes him quite a force but his real strength lies in his opponent's weakness, he can see into his opponents minds and force out there weakest abilities while he hammers them with his most powerful attacks. with aa'une's fall he is one of many vying for control of the m'arrillians but his lack of planning and short temper makes it difficult for him to find allies. Still he will prove a valuable asset to his tribe if he can be kept under control. effect should make sense, just be sure to use it when you have priority meaning you'll never be able to see 3 attack cards.
art by Aleksi Briclot
So now for the business portion I suppose for those so here we go. Were getting pretty close to done with this thing but these last few steps might take a while. First go ahead and let me know what you think about these latest cards I’m all ears. Now here’s what I’m going to be doing for awhile in regards to this. There’s alot of inconstancy in terms of layout particularly with my older cards and even on some of the newer ones. (set symbols, text size, captilizations ect.). Probably also gonna add some polish I’ve been meaning to hunt down a font that looks a bit closer to chaotics, put the artists names on the sides of the cards like official ones. I also have to review all the cards in terms of play, mostly there will be only minor edits which I’ll cover at the end of all this but I already know I’m scrapping one card, replenishing shield for something different, which I’ll probably throw out at some point to fill the wait. Finally when all that’s done I’ll figure out what I wanna do for the final ultra rare creatures I have some ideas but If you wanna throw something my way I guess nows the time. I apologize I can’t put up a more complete list quite yet. If you have any comments on previous cards I’ve made though you can put them here or on their appropriate post if you prefer, doesn’t particularly matter to me. anyway that's about all I got to say so see you next time.
first up is good ol Phelphor, After the failed invasion the m'arrillians became fairly decentralized, many of them were forced back to area's behind the doors of the deepmines, of course many marrillians still live within the lands of perim including phelphor, after spending countless years trapped in ice Phelphor is fine waiting a little longer for the marrillian's domination. He uses his abilty to move quickly across perim gathering information on all the tribes and when the time is right using his manipulation powers to weaken enemy forces or cause chaos. In the game the main thing is his second effect is just fromal way of saying you can basically rearrange all unengaged creatures in any way you choose so enjoy the chaos.
art by: Pending
Sver'koyl lives deep within the marrillian waters living a mostly isolated life she hunts for mugic and other treasure in the depths. The everchanging currents of the far out waters have taught sver'koyl to keep her powers everchanging and prepared for both offense and defense. after hearing of the doors opening and then the failed invasion sver'koyl is content with remaining isloated for the time being, however should the marrillian power ever rise again she is fully ready to take advantage of the new territory... her card's pretty simple I think just remember 0's an even number and you should be good to go.
art by Jesper Ejsing
Known mostly as "the wallbreaker" aah'terai was a khr'all of infamy during the m'arrillian invasion. His armor is tougher tougher than most khr'alls and he generally is used to charge headfirst into enemies most fortified positions, smashing walls, stomping trenches and scattering troops. His deadly techniques were used in during the attack on underworld city smashing through underworld citys most powerful artillery. when the alliance was moved to kiru city aah'terai was planned on being used to smash through the outer walls and take the city. however the alliance moved quicker than expected and so the assault went through while he was still in the underworld. After the invasions falure his infamy and inability to hide caused him to be imprisoned by the underworld, however with the rise of the lost city, the cheiftans call out to him again, and he has broken free to carry out their orders. rules notes are that "intercepting" isn't a term you see alot but its the act of using the defender ability basically you could call it "defending" if you want, but the official term is intercepting so now you know. finally hist ability applies to creatures controlled by either player, no matter which creatures begin the combat (obvious but may as well point it out).
art by Emilio J. Lopez
Latht'ruus is one of the more violent of marrillian chieftains. most chieftains prefer to remain out of combat using either kha'ralls or minions to do the dirty work. however chieftain on chieftain fights for superiority are fairly common in psi-koom city and few would dare challenge latht'ruus. His mighty strength makes him quite a force but his real strength lies in his opponent's weakness, he can see into his opponents minds and force out there weakest abilities while he hammers them with his most powerful attacks. with aa'une's fall he is one of many vying for control of the m'arrillians but his lack of planning and short temper makes it difficult for him to find allies. Still he will prove a valuable asset to his tribe if he can be kept under control. effect should make sense, just be sure to use it when you have priority meaning you'll never be able to see 3 attack cards.
art by Aleksi Briclot
So now for the business portion I suppose for those so here we go. Were getting pretty close to done with this thing but these last few steps might take a while. First go ahead and let me know what you think about these latest cards I’m all ears. Now here’s what I’m going to be doing for awhile in regards to this. There’s alot of inconstancy in terms of layout particularly with my older cards and even on some of the newer ones. (set symbols, text size, captilizations ect.). Probably also gonna add some polish I’ve been meaning to hunt down a font that looks a bit closer to chaotics, put the artists names on the sides of the cards like official ones. I also have to review all the cards in terms of play, mostly there will be only minor edits which I’ll cover at the end of all this but I already know I’m scrapping one card, replenishing shield for something different, which I’ll probably throw out at some point to fill the wait. Finally when all that’s done I’ll figure out what I wanna do for the final ultra rare creatures I have some ideas but If you wanna throw something my way I guess nows the time. I apologize I can’t put up a more complete list quite yet. If you have any comments on previous cards I’ve made though you can put them here or on their appropriate post if you prefer, doesn’t particularly matter to me. anyway that's about all I got to say so see you next time.