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#nacatl war-pride
mtg-cards-hourly · 2 months
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Nacatl War-Pride
Artist: James Kei TCG Player Link Scryfall Link EDHREC Link
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markrosewater · 4 months
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Do token copies of a creature have the same artist as the creature itself? For example, if I attack with Nacatl War-Pride, create the tokens, then cast Graphic Violence... Or would I need actual token-cards illustrated by James Kei for this? Further, if I illustrate a bunch of tokens myself, can I then name myself to buff all those tokens with Graphic Violence?
You need an actual illustrated token to get an artist buff. You drawing them is fine, and yes, you can name yourself. If a card makes a unique token, we often have the same artist illustrate it.
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mtg-brokentoken · 5 years
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Woodland Champion
Thanks to Jess Estephan on Twitter (@Jesstephan) for previewing Woodland Champion! Whether you’re going for Elf tokens (Rhys, the Redeemed), an impenetrable wall of tokens (Emmara Tandris), tokens on command (Slimefoot, the Stowaway), or just general tokens (Rith, the Awakener), this can put a lot of eggs in this 2/2 basket. And don’t forget non-creature tokens as well, like Gold, Treasure, Clues...
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One thing that can make many token decks stall is abilities that limit the number of attackers, because tokens tend to use a go-wide strategy where a lot of small things deal small amounts of damage that stack up. Whether it be a Ghostly Prison, Silent Arbiter, or another attack prevention, Woodland Champion can be an attacker while you leave your other creatures behind. Since you’re making tokens anyway, this can work especially well with Sublime Archangel. Or combo this with Nacatl War-Pride to declare attackers and then suddenly pump it for each creature the defending player controls.
Yes, this doesn’t have trample or evasion, which is likely its biggest drawback. But on the flipside, this can be left as your defense if you are sending the tokens in.
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dailytopimagic · 7 years
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Topi’s Daily Card #1034: Nacatl War-Pride
This six mana 3/3 creature is probably one of my most favorite cards. It can easily cause a huge blowout, and with the right cards can be devastating. When it attacks you get another copy tapped and attacking for each creature the defending player controls. Tapped, untapped, doesn’t matter. And each one has to be blocked by exactly one creature. No double blocking, no choosing not to block. The War-Pride goes all in, every time. Keep in mind that those tokens don’t have to attack the same player, you can veer the tokens to attack someone else. You can do tons of things to make this card nuts. You can cast Natural Affinity to make the pride attack for each land they control, forcing them to block with 2/2 lands in a pseudo Armageddon or tap their lands and take three damage for each one they can’t block anymore. You can use Bow of Nylea to give them all deathtouch. You can just globally pump them to just bash through your opponents creatures. Nacatl War-Pride is a card that shouldn’t be underestimated, despite its smaller stature for six mana.
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wretchedor30 · 7 years
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I attack you with two cats. You must block one 3/3. For each creature you have, you take 3 damage... so if you have 5 creatures, that’s 15 dmg, basically unblockable, and with me just having 2 cats.
Good kitty.
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bad-mtg-deck-ideas · 3 years
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A deck based on making copies of, then making copies of the tokens of, Nacatl War-Pride
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bacejelerenvorthos · 4 years
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Commander 2019 Character Spotlight: Marisi, Breaker of the Coil
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“Marisi rebelled against the structured civilization of his people, starting a civil war on Naya that ended in the destruction of the Cloud Empire. Swift and ferocious, he was fiercely protective of his pride and savage toward outsiders. Hundreds of years later, his descendants still celebrate his memory, including the tribe of Nacatl that the planeswalker Ajani Goldmane was part of.”
Art by Rudy Siswanto
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ajohnnygoldmain · 7 years
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Top 5 Cats
5. Spirit of the Hearth4. Nacatl War-Pride3. Mirri the Cursed2. Brimaz, King of Oreskos1. AjaniHonorable mention: Wasitora's kitty dragon tokens
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mtgbracket · 7 years
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Round of 8192 - Batch 73
You can now vote in Batch 73!
Currently open batches:
Batch 73 Batch 72 Batch 71 Batch 70 Batch 69 Batch 68 Batch 67
Batch 66 results will be up shortly.
Feature card: Often listed alongside Sol Ring as a contender for the “Power Ten”, Library of Alexandria is one of the game’s most powerful card advantage engines.
Full list of matchups:
Hunger of the Nim vs Sword of Vengeance Dread vs Watchwolf Look at Me, I'm the DCI vs Library of Alexandria Auriok Bladewarden vs Scapeshift Body of Jukai vs Knight of Infamy Nivix Cyclops vs Funeral Charm Wall of Deceit vs Fight or Flight Path of Bravery vs Savage Twister Rune-Cervin Rider vs Talisman of Unity Grim Roustabout vs Lavaclaw Reaches Sunken Hollow vs Nucklavee Massive Raid vs Sundering Titan Benevolent Bodyguard vs Darkest Hour Caustic Hound vs Witness the End Mesmeric Orb vs Phyrexian Ironfoot Tooth of Ramos vs To the Slaughter Delaying Shield vs Rugged Highlands Riku of Two Reflections vs Viashino Heretic Anya, Merciless Angel vs Volrath's Curse Martyr's Bond vs Goblin Assault Wall of Mulch vs Gilded Lotus Fungal Shambler vs Sever the Bloodline Mark of Sakiko vs Waterwhirl Sparring Collar vs Phelddagrif Deathcap Cultivator vs Brutal Hordechief Energy Flux vs Ransack Scapegoat vs Shahrazad Spike Jester vs Monstrous Hound Nacatl War-Pride vs Avatar of Woe Jeskai Charm vs Keening Banshee Wurmweaver Coil vs Necrogen Scudder Heirs of Stromkirk vs Chainer's Edict
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vorthosjay · 7 years
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I was thinking about what characters could gain a card in C17 and stumbled upon the name Marisi, what do we know about her (is Marisi a girl?)? Apparently she was very famous on Ajani's pride in Alara and she also was responsible for the death of Jazal, but that's all?
I think you’re confusing Marisi and Zaliki.
Marisi is a Nacatl revolutionary responsible for the civil war that resulted in the two Nacatl factions on Naya: the mountain-city-dwellering Cloud Nacatl and the lowland tribal Wild Nacatl. Secretly, Marisi was an agent of Bolas whose natural lifespan was expanded. Marisi is male and he was viewed as a near myth.
Zaliki was a healer in Ajani and Jazal’s tribe, and friends with both brothers.
Marisi convinced Zaliki to place a dragon scale in her tribe’s fire following the festival celebrating Marisi leading the Wild Nacatl to what they believe is freedom. She didn’t know the scale would hatch smoke monster that would kill Jazal. Ajani forgave Zaliki and left her in charge after departing to travel the Multiverse.
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Grixis -  Survival at All Costs
The plane of Alara has had a complicated and harrowing history. It was initially whole and bubbling with mana much like the overflowing mana on the plane of Zendikar. It was because of this that an as-of-yet-unknown planeswalker drained it of its rich mana causing the plane to shatter into five shards. These shards eventually regained their mana but not in their entirety: each shard lacked two colors of mana. This caused each to develop distinct ecosystems and cultures. Eventually, though the machinations of the ancient planeswalker Nicol Bolas, the shards were engineered to collide back into each other. This event, called The Conflux, caused massive destruction and abruptly reintroduced the missing colors of mana into societies they’d been absent from for generations. The Conflux’s destruction, however, did not eliminate the unique societies that grew before it.
This post focuses on the societies that grew on the shard known as Grixis, a place devoid of Green and White mana and ruled by Back with Red and Blue supplementing it. Grixis is a hellscape devoid of new growth and life energy. As such, the current energy cycles through repeatedly, growing more and more stagnant with each pass. This means each being, alive and undead. must strive to be more cunning and cutthroat than the rest in order to survive.
History
Before the sundering of the plane of Alara, Grixis was known as Vithia. This kingdom was a White-mana aligned city with an affinity for angels. Vithia was a stronghold for noble humanity and served to protect against necromancers lurking in ruins throughout the subplane. When Alara split, though, all green and white mana was severed and so did much of Vithia’s ability to make new life. Its angels died and so did most of its greatest defenses against the Black-aligned mana of necromancers and demons. Without white and green mana, warding and healing spells were impossible. Vithia’s humans had to turn to crueler and more cunning means to keep themselves alive in the rotting hellscape forming from their homeland.
Without white and especially green mana, the shard was without influx of new life energy. When things died it fed undeath not new life. Energy began to stagnate as it was recycled endlessly through the dead. The last surviving humans, called Vitals, became especially precious to the necromancer warlords who now ruled the plane. However, the city of Vithia remained a stronghold against them until the rule of King Sedris. Tempted by power, he betrayed the kingdom of Vithia to the undead hordes outside. In return, he became a lich, existing in unlife forevermore. The kingdom of Vithia was ravaged and many of its humans died with the old word for traitor - Grixis - on their last breath.
Grixis immediately before the events of Alara block was rapidly losing its supply of vital humans. Most had developed devastating offensive magic or worked through illusions to keep themselves safe. In the end, it was only through sheer cunning and ruthlessness that humanity keeps living in Grixis. There is no room for the weak, the hesitant, or the kind-hearted.
Grixis is where Nicol Bolas set up his headquarters in Alara pre-Conflux. While he set in motion machinations on other planes, he had a lair hollowed out for him in the necropolis of Kederekt. After the Mending, the clock had begun to tick on Nicol Bolas. The nature of the very Spark had changed, leaving him aging and weakened. His mind began to slowly slip way bit by bit, robbing him of his vast knowledge. He believed that what he needed was a huge flux of mana to fix himself and he believed that could be found in the broken plane of Alara coming back together. Therefore he set into play machinations in each shard: the demon Malfegor was forming huge armies of the undead to cut through the other planes, shaman Rakka Mar was sending Jundian tribes on enormous “life hunts” which stirred them to a frenzy, the Order of the Skyward Eye and Gwafa Hazid fueled xenophobia and paranoia throughout Bant, the Seekers of Carmot were spreading hysteria throughout Esper, and Marisi caused the split between the nacatl prides on Naya. When the shards collided, Bolas would feast on the mana and the chaos and in theory regain his godlike powers. 
When the Conflux occurred and the shards crashed back together, the Grixian undead began to charge into the other planes, hungrily seeking out new life energy to feast upon. Melfegor led his army of the undead into Bant where he was slain by Elspeth. The chaos of war re-awoke the obelisks in the planes and activated the massive stores of mana and stirred the Maelstrom to existence in the center of the plane. Bolas fed on this mana but not before Ajani sent an avatar of the dragon’s own soul at him. Nicol Bolas then disappeared after absorbing the mana, leaving a war-torn plane behind him.
Figures
Nicol Bolas - 25,000 year old dragon planeswalker. Immensely powerful, clever, and knowledgeable, cruel, manipulative, definitely hates you and wants you to suffer.
Malfegor - Demon dragon. Slayed the archangel Asha before the Sundering of Alara occurred. Was the ruler of Grixis until Bolas came and conscripted him into his service.
Eliza of the Keep - Human necromancer. Has a disdain for other humans. Fights tooth and nail to earn herself a place living out in the open, proving her strength. Handily tricks Malfegor and a necromancer into battle and outwits Sedris in a bid to take over the necropolis of Unx.
Sedris the Traitor King - Betrayed the city of Vithia to the undead, became a lich. One of the oldest beings on Grixis. 
Nefarox - Overlord of Grixis, took over after Malfegor’s death.
Split-Eye Coven - A major coven of witches in Grixis. Predicted the convergence of the planes causing Grixis to ave life energy again.
Locations
Kederekt - necropolis, now houses Bolas’ lair
Unx - necropolis famous for the dragon skeleton around it
Vithia - greatest of the necropolises, once a stronghold against the undead
Torchlight - largest hermitage of Vitals on Grixis
Droning Isles - Home to a massive hive of Banewasps which spread horrible infections.
Magic
Grixis magicians have three main areas of magic: nasty offensive curses, illusory magic to protect, and necromancy. There is some mind destruction magic as well but that falls under curses I guess. The main magic in Grixis though is definitely the necromancy found in the mechanic Unearth:
Unearth - Unearth is Grixis’ mechanic. It reads:
Unearth (cost) (Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Functionally, it forcefully reanimates a creature and then exiles it. Using @highpriestness‘ theory of how exile works, then you are forcefully reanimating a soul and forcing it to do your bidding and then exiling it, thus scattering its being to the winds of the astral shred by shred. Aka... Unearth is really not a nice mechanic for the being you use it on... But totally fitting for a place like Grixis where there is no such thing as empathy or compassion.
Other magic would be protective glamours to disguise oneself from being a target or to hide things.
The curses in Grixis tend to be either mind destruction magic or direct damage through flame, disease, or other bodily harm.
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mtg-cards-hourly · 1 year
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Nacatl War-Pride
Artist: James Kei TCG Player Link Scryfall Link EDHREC Link
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markrosewater · 6 months
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WHen I first saw the Malamet spoiled, I had hoped that Nacatl War-Pride would finally find a home, especially after not being in Alara block. Has it just been completely forgotten? Will you confirm or deny that Nacatl War-Pride will be reprinted in a Standard set, so we can finally know where it's from?
The card is a little too disruptive in limited.
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planar-echoes · 7 years
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Circumnavigation (Alara) By Doug Beyer (3/25/09)
It's a strange time for the mages of Alara. As the war between the shards proceeds on all fronts, the study of magic deepens rapidly. New revelations have bred new magical specialties. Mages' new insight into their enemies has honed their spellcraft into tailor-made, shard-hating weaponry.
The elvish druids of the Knotvine Altar on Naya puzzle over the strange strains of mana twined around the three colors they're used to. Sighted-caste mages on Bant reread the old prophecies of the archangel Asha, looking for some magical defense against the rising tide of chaos and death. The archwizards of Esper devote their brilliance to researching the wild sorceries that continuously thrash their etherium armies, trying to stem the onslaught on their grid-lined home realm while simultaneously searching for the components for fresh etherium. Even the putrescent lethemancers and fleshwarpers of Grixis have found cause to broaden their scholarly horizons as they encounter new forms of mind and body to twist to their own self-serving ends.
Knight's Departure
 He never chose to leave Jund—he was forced.
He was a proud member of one of the human warrior clans, possibly the clan Tol Antaga led by the warrior champion Kresh the Bloodbraided—but he never charged with that clan into a hellkite's lair, where many of their number died. He may have met Rakka Mar, the elementalist shaman—but he never heard her fireside urgings to spread the warriors' Life Hunts into the foreign shards, the secret propaganda of the dragon Nicol Bolas. He may have scaled to the lava pool known as the Sweltering Cauldron or explored the cavernous depths of the Bloodhall—but he never drew a drop of mana from those places' rich stock.
He was reasonable with a polearm. He was passable at riding lizardback. He enjoyed a spar now and again with his clanmates, two warriors of good skill and excellent friendship. He never thought he would see beyond the borders of his own world, let alone see the contours of four others from that viewpoint up in his worn, scale-leather saddle.
When the Conflux came, it brought thunder with it. As a denizen of Jund, the knight had felt rumblings in the crust before, but this was different. Countrysides broke with splashes of lava. Ugly black towers burst up through the land, flooding the land with shambling creatures that looked more dead than alive. Shaggy behemoths lumbered along the mountain trenches, crunching Jund's teeming predator-web without regard. The lands of Jund sloughed off at the edges, sliding into new adjacent worlds, and great plates of those other worlds hunched their way into Jund.
(It's hard being a 2/2 when worlds are colliding.)
The knight was hunting tar crocodiles when the shard-quake found its way to his part of Jund, the bejungled lowlands. He had heard of the phenomenon striking the lands farther out, so he knew exactly what to do when he felt the ground lurch. He steered his iguanar steed toward his two trusted clanmates, bounding through the razor-toothed foliage as fast as the lizard would go, ready to carry his two comrades-in-arms to safety.
He found them floating in the air, their mortal souls seeping out of their bodies.
Another force had moved into Jund even faster than the Conflux—the army of Zarratha, a lich lord from the necropolis of Unx, shard of Grixis. The souls of the knight's clanmates became fuel for the lich's undead forces, their vis harvested like mere wheat. As the bodies of his clanmates fell to the ground, two conflicting impulses struck him—to lower his polearm at the misshapen form of the lich and charge, or to run. The choice he made saved his life.
Escape Across Worlds
Mages in the time of the Conflux have some insight into what's going on. As their worlds' landforms change, they can sense the new mystical tang in the air, the psychic aroma of (to them) new types of mana. The knight had never had any shamanic training, and had no such mystical perception to help him make sense of what he saw as he fled.
Wherever he rode, he saw the forces of Grixis. Vampires stalked and circled like greedy dragons. Necromancer barons and their whip-stitched monstrosities pummeled the local viashino thrashes, harvesting their sturdy hides for further necromancy. The diseased, black-feathered kathari, silhouetted against Jund's volcanic sky in great swarms, out-scavenged the scavenger drakes, picking off the weakest goblins from the mountain heights.
Grixis was everywhere. So the knight fled in the other direction.
(I mean seriously. If you were given a choice between Grixis or Naya, which way would you run? I think I'd rather be squashed by a rampaging thoctar than be drooled on by the undead forms of my former friends. That's just me.)
The knight felt something strange as he crossed over into the lands he would come to know as Naya. Even as a non-mage, he could see evidence of changes in the mana landscape, an experience even more bizarre than seeing the alien flora and fauna of Naya's overgrown jungles. Jund had never been privy to the power of white mana, but he could see it with his own eyes.
He saw it in the fighting styles of the Nacatl lion-folk and witnessed its power to protect the sunsail tents up in the elves' canopies. He had never seen spells that could create life energy itself or bind a pride of lion warriors into a single, efficient hunting weapon.
(It's like if you crossed into the next country over, and it turned out they run their civilization not just on electricity and geothermal energy, but also on the perfume of daisies. "You don't have daisy perfume? How do you power your flying cars?" "We... don't." And they'd never heard of fossil fuels at all.)
It was off-putting at first, but also strangely thrilling. Something within him stirred, the same feeling he had when he saw flights of dragons taking off and arcing across the heavens, their breaths carving ragged black scars in the ashen tumult. He mistook the feeling for wistfulness.
Farthest Shores
 The knight headed on, propelled by the death and wildness behind him. He probably thought he was heading in a linear direction, getting farther and farther away from his native Jund as he crossed borders—but really he was on a long, slow round-trip. As he left the behemoths, Cylian elves, and noble cat-folk behind, he found knights riding cat-steeds, and huge rhoxes, and a race of bird-men. The influence of white mana was even more powerful here. And he found blue mana.
The feeling stirred again. He remembered a couple of years ago, when his clan met a man named Sarkhan Vol, a strangely-dressed shaman who seemed to know the minds of dragons. Vol was only with their clan briefly, but the knight had been taken with this man, who moved alone across the savage lands of Jund and shared the rage of hellkites. The knight felt now, in the presence of such diverse mana, that he had new perspective into the man.
He began to have strange dreams. They were night-terrors in which his body tore apart, revealing a fledgling dragon inside, a whelp that stretched its wings and flew away into the sky, trailing the knight's own blood. He always awoke screaming—awoke to the weird smells of Bant's meadows and the sea.
The knight headed on, into Esper, where the call of blue mana was strongest, and where he saw wonders he could never explain. He had never felt so far from home here, and unfamiliar passions warred in his chest. He had the dreams nightly now. All he knew to do was to drive on. What would the next world hold? How could it be stranger than the last? He could scarcely imagine.
The Eyes of the Enemy
 Perhaps the plume breath of the beacon behemoth in Naya should have been a clue. Perhaps the locals' whispers of the Maelstrom should have made him realize what he would see next, or the surprisingly understanding glance from a wandering knight of Bant, whose shield was emblazoned with a prismatic pattern that felt oddly familiar.
But he was still surprised when he rode into Grixis. His lizard steed reared up, upset for the first time at the stench of a foreign land. He recognized the home-world that spawned Zarratha, the lich who harvested the souls of his clanmates.
The fires within him were stoked.
He rode boldly through Grixis, his polearm finding its way through many shambling corpses, the claws of his steed becoming sticky with ichor torn from the damned. When he slept, he only slumped in his saddle. The dreams were as horrible as ever, his fantasies of gory dragon-birthing mingling with the reality of the dead world around him. His iguanar knew not to pause. The two of them cut a swath, aiming for the familiar volcanic plumes on the horizon.
Then he saw them.
His clanmates. Here in Grixis? Alive again?
No. Dead. Forming the front lines for the lich Zarratha.
And that's the story of how Dragonsoul Knight, an unremarkable warrior of Jund, touched the five corners of Alara and used mana he never understood to unleash a raging power within him. It's the story of how the lich Zarratha perished under a siege of dragonfire, and the story of how a knight finally cremated his fallen friends, and returned home to begin a new warrior-clan, and a new life.
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