Up to three starting cards (Up to 2 commons and 1 uncommon) Your niche is not set in stone, and can be changed.) Direct Damage, Counterspells, Merfolk Tribal. A niche that your cards will follow (Ex. A 2-4 mana planeswalker that is your starting color only, and has a name in common with your name, whether that be username, real name, or nickname. (One more thing: The world has been completely reformed from the last PWJ, so all the locations and stuff from the first one will no longer be there, except for the tower.) Anyways, welcome! I'll tell you some about the rules. Welcome to the second Planeswalker's Journey! I know that this contest is coming really soon after the end of the last one, but I am kind of impatient and didn't feel like waiting. And so you begin your great quest to get home. If it catches you, you will have your spark removed and will be transported to who-knows-where. A sense of fear washes over you, and you know that this is the spark eater. A serpent, created of glowing strands that seem to be the lost planeswalker sparks of thousands of other planeswalkers. You know you must find it if you wish to return home. You attempt to use your newfound planeswalking powers to return home, but you can't. You had just experienced an insane moment that caused your planeswalker's spark to ignite, flinging you across the multiverse. You wake up, and find yourself in a strange land. (Skip to bottom for Too Long Did Not Read version)
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