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== Regions == Magi-Nation's cards are divided into regions. They function like colors in M:tG, and each has their own overall play style and aesthetic. Magi have a harder time playing cards of different regions, and must discard an extra energy to do so. Thus, most Magi-Nation decks tend to stick to one or maybe two regions. [[Fluff]]-wise, each region represented a different area and culture of the Moonlands, with different roles in the metaplot. The game sometimes had official "storyline tournaments", the winners of which would determine what regions came out on top in the ongoing conflict, which allowed the players to help shape the game over time. ===Arderial=== The sky region above the entire Moonlands, represented by a sky-blue color. A fairly balanced faction, they have a fair split between buffs, debuffs, manipulation, and straight destruction. Story-wise they were fairly aloof, being all but invulnerable to a lot of the Core's influence, but more proactive than Nar. ===The Cald=== The volcano region, represented by a red color. As you might have guessed, these guys deal with blowing up all the shit with direct damage. This helped them to lead a large part of the resistance against the Core in the story. ===Naroom=== The forest region, represented by a pine-green color. They specialize in effective DC's, of both the beat-stick and regenerating varieties, as well as buffing said DC's with extra energy. They bounced back and forth in the story between getting their shit kicked in and shacking up with The Cald to run the Core forces over. ===The Orothe Deeps=== The ocean region, represented by a sea-green color. They specialize in manipulation and denial, often by playing with Relics and discarding opponents' cards directly. They were betrayed by an angsty emo octopus-man named Qwade who got to rule over them with an iron fist as punishment for making fun of him as a kid. ===The Underneath=== The underground region, represented by a light-gray color. The most defensive of the first five regions, their strategy was based on turtling up with creatures that couldn't be harmed until they could out-poke you. That is, until Awakening, when their burrowed creatures learned how to attack with impunity and run over opponents that were helpless to fight back. Despite this they had to struggle to stay independent story-wise. ===The Core=== The darkness region, represented with a violet color. The evil, corrupted Magi locked away in the core of the Moonlands, they were the primary antagonists of the story. More like twisted reflections of other regions than a unique faction, their gig in-story and in-game was the corruption and destruction of other regions, gaining power by stealing resources from others and blowing up what was left. Unlike other regions, straight-Core Magi cannot play other regions' cards at all, nor can other regions play Core cards unless there are specifically printed exceptions. Some of their Magi, however, were Shadow Magi, corrupted residents of other regions which could play some cards of those regions with the regional penalty. ===Kybar's Teeth=== The mountain region, represented with a slate-gray color. Their shtick is having bigger creatures than everyone else, often with built-in durability. Unfortunately, their Magi rarely have energize rates that enable them to play more than one or two of these things, so they got their shit wrecked a lot in-game and thus in-story. But they can be really hard to drop if allowed to have a board presence. ===The Weave=== The grassland region, represented with a yellow-green color. They are filthy communist hippies with a hivemind, represented with their eponymous keyword ability that allows them to freely shift energy between their DC's in the middle of attacks. This ability makes them extremely efficient attackers and defenders, which helped them to curbstomp the Core in the fluff. ===Bograth=== The swamp region, represented with an indigo color. The weenie faction, they specialize in shitting out lots and lots and LOTS of small DC's and smothering opponents with them. In fluff they were subjugated by the canonically-stupidest Core Magi, having brains of pond scum themselves, and very nearly overran Paradwyn before they remembered tiny things die easily. ===Paradwyn=== The jungle region, represented by a yellow-orange color. Similar to Naroom, they deal with buffing up their DC's, but mix it up by being able to play them with one energy more OR less than normal, allowing them to either play a bunch of smallish things and buff them later, or run you over with big things right off the bat. This energy manipulation allowed them to turn the tables on Bograth in the story. ===The Sands of D'Resh=== The desert region, represented by a sandy-brown color. They have a lot of deck manipulation and DOTs, allowing them to set themselves up with just the right cards and then chip you to death. Didn't get a lot of story time due to the set being released at the end of the game's run, but were starting to be invaded by the douchebags who overran Kybar's Teeth. ===Nar=== The arctic region, represented by a white color. Cheaty-faced bastards who lock down opponents cards, destroy things outright, and always have more energy than you. Story-wise, lived in isolation for basically forever and were JUST starting to get off their asses and fight the Core around the time that half the Moonlands were conquered in some form or another.
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