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FanOfMostEverything


Forget not that I am a derp.

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Oct
10th
2021

Friendship is Card Games: d20 Pony, Ch. 2 · 12:18pm Oct 10th, 2021

This week, we return to d20 Pony, the ongoing adventures and explorations of Trailblazer. (It’s also my birthday, but that has little bearing on the cards. :derpytongue2:)

In Chapter 2, Trailblazer finds a new friend, discovers an entire bat pony village in the caves of the Everfree, establishes herself as an inveterate flirt, upgrades her skills and equipment, and generally preps herself for the more arduous adventures coming down the line.

I have to say, I’m not used to parsing out webcomics like this. I usually binge my way through the archive in one or two sittings. But this is proving to be a lot of fun and a great way to conserve FiCG material when it’s not clear when and where G5 is going from here.

And on that note:

Hoofingold’s Insight W
Sorcery
Choose target creature, then roll a d20.
1-9 | Put a +1/+1 counter on it. It gains vigilance until end of turn.
10-19 | Put a +1/+1 counter on it. It gains vigilance and first strike until end of turn.
20 | Put two +1/+1 counters on it. It gains vigilance and first strike until end of turn.

Ametrine Purity 1W
Instant
You gain hexproof until end of turn. Destroy any number of target Auras attached to you.
Draw a card.
A rare gem that provides both physical and magical protection, ametrine is always in demand.

Crystal Impact 1W
Instant
Target creature gets +0/+2 until end of turn. You may have that creature’s base power become equal to its toughness until end of turn.
Enchanted pink sapphires produce shields that can turn a blow aside, or strike one of their own.

Diamond Reinforcement 1W
Instant
Target artifact or creature gains indestructible until end of turn.
With the right magic, anything can be unbreakable.

Attenuated Flow 1WW
Enchantment
Each artifact doesn’t untap during its controller’s untap step unless that player pays X, where X is the number of artifacts they control.
Each enchanted item puts a demand on a pony’s thaumic system. Too many can leave the user exhausted.

Monk of the Unshod Hoof 2W
Creature — Pony Monk
Whenever you cast your second spell each turn, Monk of the Unshod Hoof gains double strike until end of turn.
Some hoof fighters eschew magical enhancements, focusing their energy solely on physical perfection.
3/2

Everfree Escort 2U
Creature — Pony Scout
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Everfree Escort is paired with a creature, both creatures have protection from green.
3/2

Peridot Enhancement 2U
Enchantment — Aura
Enchant permanent
If anything causes a triggered ability of enchanted permanent to trigger, that ability triggers an additional time.
Enchanted peridot improves everything an item already does.

Hoofington Librarian 2UU
Creature — Unicorn Citizen
When Hoofington Librarian enters or leaves the battlefield, draw a card.
“Let me know if I can find anything for you.”
2/2

Shrieking Chiropteron B
Creature — Bat Pegasus Shaman
Flying
When Shrieking Chiropteron enters the battlefield, if it was the second spell you cast this turn, target opponent discards a card.
If your ears bleed, that means she likes you.
1/1

Shadow Beacon 1B
Instant
Target creature gets +3/+0 until end of turn. It becomes night. It can’t become day next turn.
Chiroptera still celebrate the day the first unlantern was invented.

Starfalls Stowaway 2B
Creature — Bat Pegasus Rogue
Flash
Flying
When Starfalls Stowaway enters the battlefield, target creature you control gets +X/+0 until end of turn, where X is the number of creatures in your herd. (Your herd consists of up to one each of Bat, Pegasus, Pony, and Unicorn.)
2/1

Dagger Shrike 3B
Creature — Bat Pegasus Rogue
Flying
When Dagger Shrike enters the battlefield, choose one —
• Target creature an opponent controls gets -1/-1 until end of turn.
• Destroy target creature that was dealt damage this turn.
2/2

Arc Beetle 2R
Creature — Elemental Insect
Flying
When Arc Beetle dies, it deals 3 damage divided as you choose among one, two, or three targets.
Lightning bugs come in all shapes, sizes, and voltages.
1/1

Chaos Seagrass 2R
Creature — Plant
Defender
If it’s neither day nor night, it becomes day as Chaos Seagrass enters the battlefield.
Whenever one or more creatures attack you or planeswalkers you control, if it’s night, Chaos Seagrass deals 1 damage to each of those creatures.
2/4

Expose the Tunnel 3R
Sorcery
Destroy target artifact or land. Venture into the dungeon. (Enter the first room or advance to the next room.)
“Ha! Told you that wall wasn’t load-bearing!”

Convulsing Trails 1G
Instant
Prevent all combat damage that would be dealt this turn.
Landfall — If a land entered the battlefield under your control this turn, prevent all combat damage that would be dealt this turn by creatures your opponents control instead.

Heart of the Everfree 1G
Enchantment
When Heart of the Everfree enters the battlefield, if you control a creature with power 4 or greater, create a Treasure token. (It’s an artifact with “T, Sacrifice this artifact: Add one mana of any color.”)
Whenever a creature with power 4 or greater enters the battlefield under your control, create a Treasure token.

Dog’s-Eye Surveyor 1GG
Creature — Pony Scout
You may look at the top card of your library any time.
You may cast spells with mana abilities and play lands from the top of your library.
Diamond-Dog’s-eye gems allow miners to see gem deposits before they start digging.
2/3

Ursine Guardian 3G
Creature — Bear Knight
As Ursine Guardian enters the battlefield, choose another creature you control.
The chosen creature has hexproof.
It doesn’t matter if he can’t speak Ponish. His mere presence says volumes.
3/4

Everfree Grootslang 5GG
Creature — Dragon Snake
Trample
When Everfree Grootslang is turned face up, you may have it fight target creature you don’t control.
Morph 5G (You may cast this card face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
6/6

Dummy Battalion 3
Artifact Creature — Scarecrow
You may cast Dummy Battalion from your graveyard if you attacked with three or more creatures this turn.
“Rebuilding them is just part of maintaining the base.”
—Sapphire Kite, Hoofington militia leader
3/2

Elemental Topaz (ur)
Artifact
1R, T, Sacrifice Elemental Topaz: It deals 2 damage divided as you choose among one or two targets.
1U, T, Sacrifice Elemental Topaz: Tap target permanent. Draw a card.
Topaz is a potent but fragile conduit for primordial energies.

Moonflower, Batty Brewer 1BR
Legendary Creature — Bat Pegasus Shaman
Flying, first strike
BR, Discard a card: Draw a card.
Whenever you discard a card, creatures you control get +1/+0 until end of turn.
“Eee! Everything’s so neat up here!”
2/1

Mire Hydra 2BG
Creature — Hydra
Mire Hydra’s power and toughness are each equal to the number of creature cards in all graveyard.
Mire Hydra has indestructible as long as a creature died this turn.
A hungry hydra is dangerous. A well-fed one is a catastrophe.
*/*

Comments ( 11 )

Happy birthday, FoME.

Stupid Complicated Game Alert: Yes, gaining hexproof will invalidate any enemy spells currently targeting you.

Inside Baseball Alert: The monks of Faerun are just as magic-adjacent as the monks of Tarkir, or at least enough so to share a focus on throwing out lots of spells when translated to MtG rules.

Fun fact....the movie poster for Filly Elliot from the G5 movie involves somepony named MUFFIN Whooves. Looks like someone was tossing us a bone......

HAPPY BIRTHDAY! :heart:🎂

Ah, happy birthday!

Happy birthday a little late.

Dog's Eye Surveyor seems like it would generate some confusion. Rituals aren't mana abilities, so why not specify permanents? Or even add rits somehow.

I need Attenuated Flow for a commander deck, but favorite of the lot is probably Heart of the Everfree. Moonflower gets an honorable mention for tending bar for the Aristocrats.

Happy birthday a lot late, sorry!

I wonder, how does the Shadow Beacon interact with the Moonstone Charm from Part 1?

If the Charm's triggered, can it become night? Or does the Beacon serve to keep the Charm in its Nightbound state?

Moonstone Charm
(B) Artifact — Equipment
Equipped creature gets +2/+1 and has lifelink.
Equip (wb)
Nightbound (If a creature casts at least two spells during their own turn, it becomes day next turn.)
Soothing as Luna’s care.

5614251
The way day and night work, if Sunstone Amulet//Moonstone Charm is on the battlefield, it must be day or night, since the easiest way to get that process started is to play a card with daybound. If Shadow Beacon resolves and it was day before, it becomes night and Sunstone Amulet immediately becomes Moonstone Charm (along with any werewolves and other daybound cards flipping to their nightbound side.) If it's neither night nor day (which is how the game starts,) it becomes night anyway.

Even if it was already night, Shadow Beacon also prevents the usual check at the start of the turn to see if it should become day (i.e. whether the active player of last turn cast two spells.) It doesn't just become night, it stays that way for a while.

I realize this sounds rather complex. In actual gameplay, it's all pretty intuitive.

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