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Tale of Redemption: The Overlords of Metal

Casual Artifact Five Color



Sometime a little over a decade ago, a young aspiring wizard was given his first arsenal of spells. They were not powerful, or even harmful, but they were varying in color and easy to use. Predominantly they were summon spells of simple machines, and though they were far from devastating, he found them to his liking. Duel after duel he lost to his brother and mentor, but regardless of his quickly mounting defeats, he did not lose hope for the day he would summon and control his spells with real skill. Slowly, he found an affinity for the simple machines he summoned such as Arcbound Bruiser, Anodet Lurker, and Dross Golem. With each duel that passed, these Artifacts became akin to his family.

However, his brother and mentor was not to be everlasting, and when his master passed on, he left in the boy's charge his entire collection of spells that he accumulated over his years of traveling and discovery. Among them, the boy came across the fabled Artifact that he had heard unendingly great things about: Darksteel Colossus. From the day he found the Colossus and onward, he began winning duels and battles with more ease and he became confident in his abilities, venturing out into the world to see what he might bring into his dominion.

Then, during an expedition to the islands around the remnants of the Tolarian Academy, the young mage strayed too close to the seas of time rifts, and after countering an opposing spell too aggressively, the resulting blast threw him into a space wedged between a fast time and a slow time rift. The two erratic rifts tore at him, threatening to shred him in a mutual tug-of-war against one another.

Facing his mortality and seeing his quest at a tragic end, his spark ignited and, with no small amount of effort, wrenched him free of the distorted space and flung him across the Blind Eternities, into the shard of Alara known as Esper. Here, he found his Green and Red magic severely stunted, and was forced to recuperate in this foreign plane until he could do that thing again. The Vedelkan and Human Artificers scoffed at his ravings of Red and Green magic, only knowing Black, Blue, and White magic to be true. While it certainly was mind-boggling to him, he did not mind it. What he did mind, however, was that something felt wrong, and no matter what wonders of artifice he crafted he could not shake that creeping darkness. What he did not know was that he began to silently obsess with his near-death experience and how fragile life was, the constant negativity subtly pushing him into indulging in usage of ambition and selfishness. The subversive and self-serving nature of Black mana's nature took root in his fear of death.

Once he finally could Planeswalk again, he 'walked with Black mana as his guide to Grixis. Now in a new shard, one with the chaotic Red mana now accessible while the lawful White was dismissed, the young Planeswalker found his destructive magics empowered. It was not long until he ceased using much of his skills in artifice and indulged in spells of outright annihilation. Creature, human, demon, and otherwise, he slaughtered his way through the wretched place with spells of fire and shadow until he stumbled into Unx. He summoned forth his prized colossus and through great great effort, obliterated all of the undead as well as the demon commanding them, leaving no small disaster radius as a grim reminder of his might.

Many more planes he invaded, taking what he desired or destroying what he wished before departing for his next destination. He came upon a great bastion of unity and might, much to his chagrin. For months, he watched as other would-be destroyers came and went, failing repeated with the same mundane approaches. It occurred to him that perhaps if he applied his own fractured state of being to the plane, that perhaps he could tip the scales beyond favorably. After all, no fortress was invincible.

Though it took many months of constant corruption, the deranged 'walker subverted the healthy balance by either corrupting or outright replacing the native creatures with zombified mockeries. He isolated himself within a great swamp that was notorious for its leeching of the light and life, using it as a scapegoat while he worked relentlessly to put this plane through the same misfortune he suffered. The plane, though it fought against him valiantly with all of its inhabitants and concentration of 'walkers, fell to the corruption and the unaware 'walkers focused only on the zombie hordes soon fell to the unending darkness. Between satisfaction of his conquering and boredom after turning a great safe haven into a desolate waste, he 'walked back home to Dominaria, where he sought to continue his works in artifice in solitude.

With new and dark ideas swirling in his mind, the corrupted 'walker began constructing and designing countless machines and spells that would vastly improve upon those he was given. The problem, however, was that many of these creations required a heavy flow of sustenance, which he would not find in the battered lands of Benalia. His searches led him to a lush and abundant forest, guarded by an Elvish Planeswalker, who while saw the approaching corruption also saw that this young 'walker was not but a possessed soul fallen to misfortune.

Instead of fighting the being before him, he saw a damaged soul, and felt compelled to repair what he could, and offered him a deal: if he could wield Green and White magic with the same skill that he could Blue, Black, and Red, then the forest's life would be forfeit to him.

Blinded by greed, the 'walker accepted the proposition, temporarily discarding both the usage and influences of Blue, Black, and Red in favor of Green and White. All he had to do was practice with these magicks, and then he could at last realize his wicked designs.

The clever ruse worked, much to the guardian 'walker's approval. The constant use of Green and White magic and the nearly nonexistent exposure to Blue, Black, and Red magic undid much of the damage caused to his soul by his fractured mind and took away much of the hold Black mana had over him. At long last, he fulfilled the conditions of their deal, and the forest was not his for the reaping.

However, his mind changed along with his powers. With a humble refusal, the renewed 'walker conceded the forest to its guardian.

A new Planeswalker, the young man thanked this wise fellow 'walker for mentoring him and returned to his home in Benalia. It was exactly how he left it, and exactly how he swore it would never be again.

With great sweeping decisions, he scrapped all of his ideas and constructed a great fortress of metal and ingenuity. From its depths to the tops of its spires, it stood impassively and observantly, an eye of curiosity gazing upon a world etched with epic history. Within its confines, he created new and greater designs, bringing them to life with a vigor he had not known since his training days with his older brother. This time, however, he knew what brought him this joy: unity.

Then the idea came to him. What if he formed a council of Planeswalkers dedicated to maintaining balance and the expansion of knowledge and wisdom across the multiverse? What if he could grow Dominaria into the same bastion that the now-nameless plane once was? Surely there were others like him beyond the limits of this plane, and he vowed to find them.

However, his stronghold and vault would need a warden to guard it in his absence. It would have to be more than a warden, however, it would have to be a friend that he may one day share his experiences with so that it might truly appreciate the multiverse. He compiled his ideas and blueprints, and over the course of years the ambitious 'walker created a golem that could serve his needs.

The primary problem was that an inconspicuous fortress in the center of Benalia was prone to draw attention, and before long people near and far sought to claim it for their own. All of their efforts were for naught, for the lord of the stronghold boasted might beyond all of them.

But then other Planeswalkers laid siege upon him, draining his energies constantly and putting his artifact creations under pressure beyond their designs. The lord of the fortress let his defenses cave while he gathered his mind and mana for one last furious spell that would leave them incapacitated, disabled, or dead. When the inner sanctum's doors were battered down, they set their assault on the lord, who was too deep in his concentration to know of their presence.

That was when his golem shielded its master, offering its body in exchange for its master's safety. Instead of oblivion when struck by a fireball, the golem's own inadvertently created spark ignited and flung it far from home, allowing the lord to permanently silence the aggressors.

Months passed as the disheartened 'walker rebuilt his home and mourned the death of his friend, until one day his creation reappeared, accompanied by a Soratami from Kamigawa and a human mind mage currently residing on Ravnica, both curious of the idea the golem proposed.

Much explaining ensued, and by the time the two foreign 'walkers departed, the visionary had found the first two allies in his council. With a newfound excitement alight in his soul, he wished to scour the multiverse himself to both see what was out there and to help find seeds to grow Dominaria's destined greatness. The golem planeswalker Lod was happy to oblige his creator, and thus Vulnoth began his journeys anew. Perhaps one day he might perfect the library of spells once entrusted to him by his brother...

Now I 'walk the multiverse, investigating and learning everything from the wisest of sages and oldest of lands. Over my adventures, I have gained proficiency in many ways to use the five colors of mana, and expanded my arsenal beyond what I could have imagined as a boy. Despite everything I have been through, my artifice remains what I hold closest to heart and it remains the greatest weapon I can wield. Artifice is my blood, and creativity my body through which I wield my power. I will fight as I must to continue my quest into the infinity of magic, never forgetting from where I come and never losing sight of where I am to be.

From all across the planes, I have gathered the greatest Artifacts and lords of metal to form the greatest force that the multiverse has ever seen. We seek not to dominate the multiverse, but to study it and protect it. From my base of operations when I am at rest, I continually scout for new 'walkers to join my loosely associated council. Such as a a curious pair, a traveling shadow mage and life mage, for example...

Together with my council, the other Lords and Ladies of Metal, we have banded together to form The Overlords of Metal - Metalfriends

Ajani Vengeant - Lord of Classic Metal

Daretti, Scrap Savant - Lord of Thrash Metal

Karn Liberated - Lord of Progressive Metal

Nahiri, the Harbinger - Lady of Symphonic Metal

Nicol Bolas, Planeswalker - Lord of Power Metal

Sarkhan Vol/Sarkhan the Mad/Sarkhan, the Dragonspeaker/Sarkhan Unbroken - Lord of Folk Metal

Narset Transcendent - Lady of Neo-Classical Metal

Tezzeret the Seeker /Tezzeret, Agent of Bolas - Lord of Industrial Metal

Ugin, the Spirit Dragon - Lord of Avant-Garde Metal


~under (re)construction~


As per need to emphasize my deck's design based upon Vulnoth (artificer obsessed with his work and somewhat detached from the plights of the people he seeks to protect, but has not lost his humanity), I'm essentially scrapping any semblance of "friendliness" to the deck. As Vulnoth is not necessarily a friendly person toward enemies, the deck will follow suit. But just as well, I won't play the deck often anymore now that Vulnoth spends his time in his bastion rather than adventuring much of the time, unlike Xixus and Hasna.

The intention is to move toward an artifact centered bane of everyone, hence me giving in to the unlimited win generator of Time Vault + Voltaic Key , which already promises unholy things. Inclusion of Legacy Weapon + Mycosynth Lattice + Tolarian Academy will serve as a super removal combo, which is surprisingly consistent (okay, I run a set of Tinkers, sue me). The goal will be to win without relying on my infinite turn shenanigans, but as always be ready to do so when necessary.

Just as his artifice is devastating and he always has the support of the Overlords, the deck will also reflect the backing of the Overlords. Seeing as how I want to avoid a Superfriends (Metalfriends, in this case) build, I find that 5 is a good enough number to usually draw someone in most games but not enough to outnumber my creature draws. I sideboard in whoever appropriately depending on what decks I'll be facing down. The build on TO is primarily my one more balanced for both quick and long games.

The only real changes that I expect to make in the future are potential 'walker lineup changes. Seeing as how my mainboard is 4/5 backbreaking old 'walkers and the artifact champ himself, it's unlikely the main lineup will change. But nonetheless, nothing is set in stone.


Interesting take, I like it.

You have a lot of 1x ofs. I dig the variety, but does that hinder your consistency?

Tezzeret, Agent of Bolas MTG Card: Tezzeret, Agent of Bolas should definitely be mainboard, in my opinion.

Your sideboard should include stuff to counter artifact hate like Creeping CorrosionMTG Card: Creeping Corrosion, ShatterstormMTG Card: Shatterstorm, etc.

March 14, 2012 11:31 p.m.

Vulnoth says... #2

It actually doesn't. Between cards like Tinker, Genesis Wave (which is incredibly powerful with Tolarian Academy and Mycosynth Lattice), and Etched Monstrosity, consistency isn't too much of a problem.

I know, I'm told that a lot. But unless they kill Tezzeret, Agent of Bolas when I drop him, they're dead on my next turn. I hate winning with the same card over and over. Nicol Bolas, Planeswalker is a lot more fun.

Aside from relying on Assert Authority or Darksteel Forge, I was considering more Tinkers to drop my Darksteel Forge quicker or even the ever-broken "Tinker to drop a Darksteel Colossus" combo.

March 15, 2012 3:25 p.m.

Tezzeret is also a great tutor, which could help sift through your cards. Genesis WaveMTG Card: Genesis Wave is badass... Darksteel ForgeMTG Card: Darksteel Forge as a 4x is almost necessary here...

Nicol Bolas is fun, but with 8CMC and 1x, do you get him out often? Tezzeret is 4CMC and I think would be much more useful. But, just suggestions.

March 15, 2012 6:45 p.m.

Vulnoth says... #4

Yeah, but I can only grab 1 artifact. There have been times where I've passed up True Conviction/Genesis Wave/Assert Authority or had to choose between two artifacts that I needed.

When I draw Bolas, I usually drop him to either clinch the game of turn things around. Again, Bolas is mainly for fun, if I'm up against a deck that poses a big threat to me, I'll run Tezzie for sure. Thanks for the suggestions, it's great to hear other people's views on things.

March 15, 2012 8 p.m.

MisterGman says... #5

This deck is glorious. Absolutely glorious. Well frickin' done.

October 11, 2012 2:55 a.m.

mojk says... #6


October 11, 2012 3:25 p.m.

mojk says... #7

...Is this EDH? Why is there a general? General is for EDH...

October 11, 2012 3:26 p.m.

Vulnoth says... #8

It's not EDH. I did it because I always have considered the Colossus the leader of the deck, plus it's just a fun thought thank you very much...

October 11, 2012 3:39 p.m.

Calculusman08 says... #9

All you have to do is count the number of cards... gee whiz. It's not even close to 100. Great deck man. Gave me some good ideas for mine.

October 11, 2012 4:06 p.m.

Lee91 says... #10

That seems like a lot of random cards. I definitely would cut the deck down to 60 cards to make it more consistant and play 4x Goblin Welder, 4x Etherium Sculptor and 4x Master Transmuter. Mishra, Artificer Prodigy is also really nice, but only as like 1-of since you never want more than one in your hand.

Overall you should decide if you want to go for the cheating-colossus-into-play route (Goblin Welder, Master Transmuter) or the swarm-you-with-many-artifacts route (Steel Overseer, Affinity-artifacts)...

March 15, 2013 11:52 p.m.

Vulnoth says... #11

Excuse me if I come off as edgy or condescending because that really is not my intent, but I refuse to use non-Artifact creatures in this deck. This is an "Artifact Deck", not an "Artifact-based" deck. Using non-Artifact creatures would strip my deck of a more true "Artifact Deck" title, and I feel it is much better to work harder for the more true title (if even to only myself) than to take the easy route and have something everyone has done before. I appreciate your input, however I respectfully decline that notion.

As for reducing the size, I am aiming for something closer to 65 for now and will worry about further reduction after that small victory; it's an ongoing process.

March 16, 2013 12:04 a.m.

Lee91 says... #12

Master Transmuter would be an artifact creature though...

March 16, 2013 9:51 a.m.

reaper527 says... #13

assuming this is a deck where money isn't an issue, there is no real reason to not be playing 4 mox opals. you will ALWAYS meet the metalcraft threshold with the build of the deck, (i'd probably cut all of the glimmervoids to make room for the extra opals)

additionally, i would definitely add more unwinding clocks. that is such a powerful card when played with a Lux Cannon or Grindclock, and it gets even more powerful with Voltaic Key being added.

i would also remove Legacy Weapon, as lux cannon is ALOT better when run with the grindclock, and the key.

cut the Mycosynth Lattice, it doesn't really do anything to help you, since most of the mana you need will be colorless anyways, and on the situations where you do need colored mana, you can already produce it. the card might not help you, but it sure as hell has the potential to help an opponent.

the Ethersworn Adjudicator and Sundering Titan can go. there are already plenty of creatures in there, and their removal abilities are inferior to the lux cannon (which can basically wipe out any permanent every turn under prime conditions in a 1v1 game, and even more permanents in a larger game) the casting cost on those 2 cards just doesn't warrant the reward.

most importantly, i don't know how seriously you are following vintage rules as opposed to calling any casual deck vintage, but one of your Tinker HAS to go. tinker is on the restricted list.


so you are limited to 1 per deck. assuming your group does play by vintage rules, i would cut that 1, and add another restricted card, a Sol Ring. can't go wrong with a sol ring, especially in a deck that uses lots of colorless

March 16, 2013 11:50 a.m.

Vulnoth says... #14

Lee91, Mishra, Artificer Prodigy and Goblin Welder are both non-artifact creatures, thus are denied entry.

reaper527, As a general rule, I never run more than 1 of a Legendary permanent in my deck because there will be plenty of times where I pull it and oh hey, it's dead weight because I already have one on the field; I'd much rather have something else and never have that problem.

The Lux Cannon is great, especially with the Unwinding Clock, however not only does the Cannon turn games into a 2v1 or bigger (against), but it is far too slow to be able to compete with Legacy Weapon. Grindclock is similar, except I don't and never will do Mill. Both cards are entirely too slow unless I am building around them.

That is a valid point about Mycosynth Lattice, however the increased flexibility helps more than you think (as it enables easier use of Nicol Bolas, Planeswalker, Legacy Weapon, etc.). Also, the Lattice and Karn, Silver Golem are a lethal combo that can cripple pretty much any deck. But I'll humor you and try the deck without the Lattice.

Ethersworn Adjudicator is much cheaper and faster removal than the Cannon, and I don't understand how Sundering Titan isn't good in my deck. Everyone is running 2+ types of Shocklands in addition to Basic Lands, and I punish them for it. Plus, dropping the Titan on someone is practically an assured victory against Shockland-heavy decks. The reason I have heavy creatures like that is because the deck has ways to ignore costs (i.e. Defense of the Heart, Tinker, and Master Transmuter).

I've been on and off about the Sol Ring. It seems that there have been more times than not where I'd rather have the next card down instead of it.

March 16, 2013 5:07 p.m.

reaper527 says... #15

yeah, i wasn't thinking and forgot that it was a legendary artifact and not just a regular artifact. i still would play 2 of them though, simply to increase the odds that you actually get it.

the two points that you didn't touch on were ultimately the 2 biggest things though. more unwinding clocks to guarantee that you get one (and can still drop another one if it get's disenchanted/disked/force discarded/etc.) , and the fact that despite the vintage label you slapped on the deck, it isn't vintage legal because it has too many tinkers.

March 17, 2013 12:22 p.m.

reaper527 says... #16

(and not that it is a huge deal since the deck is clearly a work in progress, but your sideboard doesn't have enough cards)

March 17, 2013 12:23 p.m.

Vulnoth says... #17

I'm not entirely sure why you refer to the format as a big point. It's pretty much aesthetic and holds close to no meaning.

And as for the second Clock, it's the same as the Legendary dead weight idea. I would rather have the lower likelihood of drawing it than the likelihood of having a pointless card in hand. "Consistency" is not synonymous with "good".

I ignored those points because the first is meaningless red tape, and I thought you'd see the "Legendary Dead Weight" idea in running 2 Unwinding Clocks.

March 17, 2013 11:05 p.m.

reaper527 says... #18

"I'm not entirely sure why you refer to the format as a big point"

because you labeled the deck with a specific format, and that format has rules associated with it. you should change the format to casual, because that is what your deck is, as it doesn't follow the rules to any officially sanctioned format.

March 18, 2013 1:06 p.m.

Vulnoth says... #19

Seeing as how the format has no impact on my deck's function, I will change it at my leisure. I'm only interested in ideas for my deck's function, nothing else. Thank you for your input.

March 18, 2013 5:54 p.m.

What about removing one each of the following: Ancient Den , Great Furnace , Seat of the Synod , and Vault of Whispers and replacing them with 4 Mishra's Workshop ? That would provide alot of mana!

March 27, 2013 1:33 p.m.

Vulnoth says... #21

The Workshop is awesome, but color is usually fairly important to the deck. However, there's no harm in trying it out. Thanks!

March 27, 2013 1:43 p.m.

Mxyzptlk says... #22

I think the risk you run up against with Sundering Titan is if you did come up against a mono-colored deck. True, right now a lot of decks are running at least dual-colored with R2R, but if you play against a mono deck you end up either 1) playing the Sundering Titan and having to destroy your own lands (since the effect is mandatory); 2) keeping it in your hand as dead weight; or 3) never drawing it, which solves your problem in that instance. It's definitely a good card, but it's one I might sideboard.

Two cards I would suggest considering are Galvanic Blast and Etched Monstrosity. Galvanic Blast is pretty much a better version of Lightning Bolt when you have artifacts out, and the Monstrosity is a beast, plus it lets you draw cards when you take the -1/-1 counters off it.

I run my own Sunburst/Metalcraft artifact deck: http://tappedout.net/mtg-decks/warehouse-13-1/ (disregard the fact that it's currently in shambles. I haven't updated it since about 3 deck edits ago.)

March 28, 2013 12:36 p.m.

Mxyzptlk says... #23

Just kidding. I missed the fact that none of your lands are basic. Keep on sundering.

March 28, 2013 12:43 p.m.

Vulnoth says... #24

Haha, that reasoning is why the Titan didn't make it into my deck until a few months ago (also, he swaps out for Blightsteel Colossus if need be). I like Galvanic Blast , but I'm not sure about it since it's burn, though I like it since it demands me to use Red mana and encourages me to uphold my "All Color" necessity. I guess why not try it?

I used to use Etched Monstrosity in earlier versions because of the fact that he's a 5/5 for 5 no drawbacks with a Sunburst-esque ability to buff him. The only problem is that I end up holding him so I can try to use his ability without Steel Overseer ruining everything. But as I am open to suggestions, I'll give him a shot once more!

Thanks for the input!

March 28, 2013 4:30 p.m.

Mxyzptlk says... #25

I just thought of Fist of Suns . Granted, you don't have that many high cost spells in your deck that you can't reduce through Affinity, but for things like Nicol Bolas, Planeswalker , Darksteel Colossus , and Sphinx of the Steel Wind , I'm pretty sure you can get around their high cost (for Nicol, especially if you have Lodestone Golem on the battlefield). Plus, it synergizes well with Mycosynth Lattice .

Also, I updated Warehouse 13, if you want to take a look at the stuff I'm running.

March 29, 2013 8:27 p.m.

Vulnoth says... #26

Believe it or not, Fist of Suns used to be the key to my deck since it used to run stuff like Solarion , Lunar Avenger , and other Sunburst stuff. The Fist is awesome, but I'm not sure how I'll work it in. I have a lot on my plate already haha. Thanks, though!

March 29, 2013 8:31 p.m.

Radiocade says... #27

I really love this deck. I'm a sucker for artifacts, and this isn't too far off from the first successful deck I built. May I suggest adding a Concerted Effort or two? I use one to devastating effect combined with Sphinx of the Steel Wind. I know it's a little off-flavor, but it is gruesomely efficient (especially with Mycosynth Lattice and Darksteel Forge, good grief.). I'd also recommend cutting Bolas for the planeswalker version of Karn, but that's a personal flavor thing. As far as red and green go, the only thing I can think of at the moment is Ezuri's Brigade. This warrants further investigation.

April 9, 2013 2:19 a.m.

Vulnoth says... #28

Concerted Effort is pretty cool, and would be fantastic with everything I've got. It makes me shudder to think of how much damage I could inflict with Etched Champion and a bunch of other creatures. True, the flavor isn't entirely there, but it would still be quite powerful. Karn Liberated would be more or less deadweight past flavor, plus Bolas just blasts stuff for fun and profit. I used to use him, but then he got to be a pain to keep alive since his +4 doesn't really help board position. I mainly use Bolas because he's incredibly fun and effective, but I swap him out for Ajani Vengeant /Tezzeret, Agent of Bolas when needed. Thanks for the input!

April 9, 2013 5:38 p.m.

Enratic says... #29

+1 for the story!

June 2, 2013 8:03 p.m.

Enratic says... #30

June 2, 2013 8:05 p.m.

Vulnoth says... #31

Thanks! Although Blightsteel is really cool, I save him for those people I am really out to smite due to how quickly he ends a game.

June 2, 2013 8:47 p.m.

aznj03 says... #32

Pentad Prism and Krark-Clan Ironworks with 3 artifact lands can get a Darksteel Colossus in your hand out at turn 3. prism also makes a good tinker sac for a turn 3 Colossus that'll leave you with 2 untapped land.

June 8, 2013 1:23 a.m.

Vulnoth says... #33

While that is a good strategy, it is short-sighted and situational. What I am turning my deck into is like an enormous clock; it only works if all the little cogs mesh together. I will concede that is a good strategy, however once its 2 counters are gone, it more or less becomes inert as a "cog" unless I draw Tinker . I appreciate the creative idea, though. Thank you.

June 8, 2013 3:39 p.m.

Dismay says... #34

October 29, 2013 5:13 p.m.

-MisterJ- says... #35

This story is great but reads very much like the lore of Urza

January 19, 2014 12:54 a.m.

Vulnoth says... #36

Haha, I had not seen it that way however that certainly is a way to see it.

Epic name, by the way.

January 19, 2014 1:54 a.m.

-MisterJ- says... #37

Thanks! Since you love the metal so much you may enjoy my Modern competition deck Metal Kombat For The Mortal Man

January 19, 2014 1:57 a.m.

Askani28 says... #38

+1 for your story!
The character in your story would play very well in QUEST MAGIC: The Mtg RPG! (I don't want to spam your deck's page with publicity for the game, just thought you could like it since you invented a cool story and character for your deck.)

January 21, 2014 5:02 p.m.

Vulnoth says... #39

As an aspiring writer, I appreciate your enjoying of my work more than formal text can express. Thank you.

January 21, 2014 5:15 p.m.

Askani28 says... #40

You're welcome :)

January 21, 2014 5:24 p.m.

shadow63 says... #41

looks like an awesome deck +1

May 23, 2014 4:35 p.m.

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